Super Mario Galaxy wiki
smg_wiki
https://mariogalaxy.org/wiki/Main_Page
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Main Page
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2022-08-14T01:28:50Z
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2022-08-14T02:28:18Z
GalaxyMaster
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Replaced content with "Super Mario Galaxy is epic."
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Super Mario Galaxy is epic.
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2022-08-14T02:36:04Z
GalaxyMaster
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This wiki is dedicated to '''[[Super Mario Galaxy]]''' and '''[[Super Mario Galaxy 2]]'''.
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2022-08-14T02:42:24Z
GalaxyMaster
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This wiki is dedicated to '''''[[Super Mario Galaxy]]''''' and '''''[[Super Mario Galaxy 2]]'''''.
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2022-08-14T04:07:32Z
GalaxyMaster
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This wiki is dedicated to '''''[[Super Mario Galaxy]]''''' and '''''[[Super Mario Galaxy 2]]'''''.
* [[Development timeline]]
* [[E3 demo]]
* [[Flight Team Patch]]
* [[List of demos]]
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2022-08-14T04:19:32Z
GalaxyMaster
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This wiki is dedicated to '''''[[Super Mario Galaxy]]''''' and '''''[[Super Mario Galaxy 2]]'''''.
* [[Development timeline]]
* [[E3 demo]]
* [[Flight Team Patch]]
* [[List of demos]]
* [[List of mods]]
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MasterLuma
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This wiki is dedicated to '''''[[Super Mario Galaxy]]''''' and '''''[[Super Mario Galaxy 2]]'''''.
* [[Development timeline]]
* [[Development Hardware]]
* [[E3 demo]]
* [[Flight Team Patch]]
* [[List of demos]]
* [[List of mods]]
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2022-08-14T18:41:18Z
GalaxyMaster
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This wiki is dedicated to '''''[[Super Mario Galaxy]]''''' and '''''[[Super Mario Galaxy 2]]'''''.
* [[Commemorative Launch Coin]]
* [[Development Hardware]]
* [[Development timeline]]
* [[E3 demo]]
* [[Flight Team Patch]]
* [[List of demos]]
* [[List of mods]]
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2022-08-14T19:15:27Z
GalaxyMaster
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Protected "[[Main Page]]": High traffic page ([Edit=Allow only administrators] (indefinite) [Move=Allow only administrators] (indefinite))
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This wiki is dedicated to '''''[[Super Mario Galaxy]]''''' and '''''[[Super Mario Galaxy 2]]'''''.
* [[Commemorative Launch Coin]]
* [[Development Hardware]]
* [[Development timeline]]
* [[E3 demo]]
* [[Flight Team Patch]]
* [[List of demos]]
* [[List of mods]]
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GalaxyMaster
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This wiki is dedicated to '''''[[Super Mario Galaxy]]''''' and '''''[[Super Mario Galaxy 2]]'''''.
* [[Commemorative Launch Coin]]
* [[Development Hardware]]
* [[Development timeline]]
* [[E3 demo]]
* [[Flight Team Patch]]
* [[List of demos]]
* [[List of mods]]
* [[THP]]
* [[THPConv]]
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2022-08-14T19:30:32Z
GalaxyMaster
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This wiki is dedicated to '''''[[Super Mario Galaxy]]''''' and '''''[[Super Mario Galaxy 2]]'''''.
* [[BTI]]
* [[Commemorative Launch Coin]]
* [[Development Hardware]]
* [[Development timeline]]
* [[E3 demo]]
* [[Flight Team Patch]]
* [[List of demos]]
* [[List of mods]]
* [[THP]]
* [[THPConv]]
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2022-08-14T19:34:51Z
GalaxyMaster
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This wiki is dedicated to '''''[[Super Mario Galaxy]]''''' and '''''[[Super Mario Galaxy 2]]'''''.
[[Special:AllPages|List of pages]]
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GalaxyMaster
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This wiki is dedicated to '''''Super Mario Galaxy''''' and '''''Super Mario Galaxy 2'''''.
[[Special:AllPages|List of pages]]
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User:MasterLuma
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2022-08-14T02:33:14Z
MasterLuma
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Created page with "Super Mario Galaxy and Wii Modding Enthusiast. Proud owner of an RVT-R Reader Wii and various Wii Repair discs."
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Super Mario Galaxy and Wii Modding Enthusiast.
Proud owner of an RVT-R Reader Wii and various Wii Repair discs.
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Smg wiki:About
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2022-08-14T02:39:39Z
MasterLuma
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Created page with "Where most won't bother to look, this wiki dedicates to document the nitty-gritty content of the Mario Galaxy games that most fail to do."
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Where most won't bother to look, this wiki dedicates to document the nitty-gritty content of the Mario Galaxy games that most fail to do.
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2022-08-14T03:36:14Z
GalaxyMaster
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Where most won't bother to look, this wiki is dedicated to documenting the nitty-gritty content of the Super Mario Galaxy games that most fail to do.
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File:Flight Team Patch.jpg
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GalaxyMaster
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File:Buzz Aldrin Zero-G Flight Promotion.jpg
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2022-08-14T03:13:08Z
GalaxyMaster
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User:GalaxyMaster
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2022-08-14T03:16:31Z
GalaxyMaster
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Created page with "Super Mario Galaxy haxxer and enthusiast. Creator of [https://github.com/MasterofGalaxies/smg2-multiplayer Super Mario Galaxy 2 multiplayer], among other mods."
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Super Mario Galaxy haxxer and enthusiast. Creator of [https://github.com/MasterofGalaxies/smg2-multiplayer Super Mario Galaxy 2 multiplayer], among other mods.
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Flight Team Patch
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GalaxyMaster
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The '''Super Mario Galaxy Flight Team Patch''' is an embroidered patch presumably given to Nintendo employees involved with the development of Super Mario Galaxy 1. Only one is known to exist in the wild, owned by [[User:GalaxyMaster|Galaxy Master]] after having acquired it on eBay in late 2015.
[[File:Flight_Team_Patch.jpg|thumb|The Flight Team Patch owned by [[User:GalaxyMaster|Galaxy Master]].]]
== Buzz Aldrin Zero-G Flight Promotion ==
In a promotion for the release of Super Mario Galaxy 1, retired NASA astronaut Buzz Aldrin is pictured in a reduced-gravity aircraft operated by Zero Gravity Corporation. He and another person whose identity is unknown are wearing jumpsuits adhered with Flight Team Patches.
[[File:Buzz_Aldrin_Zero-G_Flight_Promotion.jpg|thumb|Buzz Aldrin and his assistant wearing jumpsuits with Flight Team Patches in a Zero-G flight, for a promotion of Super Mario Galaxy 1]]
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Development timeline
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GalaxyMaster
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== Super Mario Galaxy ==
Development on Super Mario Galaxy started circa May 2005. It was revealed about a year later, on May 9, 2006 at that year's Electronic Entertainment Expo (E3).
== Super Mario Galaxy 2 ==
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GalaxyMaster
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== Super Mario Galaxy ==
Development on Super Mario Galaxy started circa May 2005. It was revealed to the public about a year later, on May 9, 2006, at that year's Electronic Entertainment Expo (E3).
Super Mario Galaxy development started on the GameCube, before Wii hardware was available to EAD. This continued until no earlier than February 2006, when the first Wii hardware, in the form of NDEVs, became available to EAD. By the time of the game's reveal at E3, the game was running on Wii hardware, either an NDEV or RVT-R reader.
== Super Mario Galaxy 2 ==
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E3 demo
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2022-08-14T03:53:27Z
GalaxyMaster
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Created page with "On May 9, 2006, Super Mario Galaxy was revealed to the world with a playable demo at that year's Electronic Entertainment Expo (E3)."
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On May 9, 2006, Super Mario Galaxy was revealed to the world with a playable demo at that year's Electronic Entertainment Expo (E3).
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List of demos
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GalaxyMaster
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Created page with "This is a list of playable demos of the first Super Mario Galaxy game. Super Mario Galaxy 2 had no playable demos. * E3 2006"
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This is a list of playable demos of the first Super Mario Galaxy game. Super Mario Galaxy 2 had no playable demos.
* E3 2006
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GalaxyMaster
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This is a list of playable demos of the first Super Mario Galaxy game. Super Mario Galaxy 2 had no playable demos.
{| class="wikitable"
! Demo !! Date !! Location
|-
| [[E3 demo]] || May 9, 2006 || Electronic Entertainment Expo (E3), Los Angeles, California
|}
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List of mods
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2022-08-14T04:19:14Z
GalaxyMaster
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Created page with "* [https://github.com/MasterofGalaxies/smg2-multiplayer Super Mario Galaxy 2 multiplayer]"
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* [https://github.com/MasterofGalaxies/smg2-multiplayer Super Mario Galaxy 2 multiplayer]
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Development Hardware
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MasterLuma
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Created page with "Various development hardware was made available to 3rd Party developers by Nintendo. For the GameCube, these included units with model numbers starting with "DOT" instead of the retail "DOL". For the Wii, it is "RVT" instead of the retail "RVL". It is assumed the "T" in these model numbers stands for "Tool" (Ex. DOT = Dolphin Tool, RVT = Revolution Tool). Since Super Mario Galaxy was being developed early tangent to the Wii's development, there is a chance physical medi..."
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Various development hardware was made available to 3rd Party developers by Nintendo. For the GameCube, these included units with model numbers starting with "DOT" instead of the retail "DOL". For the Wii, it is "RVT" instead of the retail "RVL". It is assumed the "T" in these model numbers stands for "Tool" (Ex. DOT = Dolphin Tool, RVT = Revolution Tool).
Since Super Mario Galaxy was being developed early tangent to the Wii's development, there is a chance physical media exists or once existed for the game on a GameCube NR Disc (model DOT-003) or the GameCube NPDP Cartridge (model DOT-004) and was thus playable on a GameCube NR Reader or GameCube NPDP Reader; possibly the only official instance in which the game was playable in the GameCube assembly line of hardware.
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Commemorative Launch Coin
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GalaxyMaster
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Created page with "The '''Commemorative Launch Coin''' was given to those who preordered Super Mario Galaxy 1."
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The '''Commemorative Launch Coin''' was given to those who preordered Super Mario Galaxy 1.
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Template:Reference
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Lord-Giganticus
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! style="padding: 12px;" | This page contains content/info from {{{Link|''Undefined''}}}. {{{Trust|It's considered to be a trust-worthy source.}}}
|}
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Lord-Giganticus
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{| class="textbox grid alt center" style="max-width:75%; background:{{{Hex|#eee}}};" rules=all
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! style="padding: 12px;" | This page contains content/info from {{{Link|''Undefined''}}}. {{{Trust|It's considered to be a trust-worthy source.}}}
|}
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Template:SDK Reference
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Lord-Giganticus
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{{Reference|Hex=#1FDD42|Link=the Revolution SDK|Trust=This is to be considered 100% true.}}
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{{Reference|Hex=#1FDD42|Link=the Revolution SDK|Trust=This is to be considered 100% true.}}
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Template:WIP
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Lord-Giganticus
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{| class="textbox grid alt center" style="max-width: 75%; background:#f44336;" rules=all
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! style="padding: 12px;" | '''This page is in progress and may contain incomplete information or editor's notes.'''
|}
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Lord-Giganticus
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{| class="textbox grid alt center" style="max-width: 75%; background:#f44336;" rules=all
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! style="padding: 12px;" | '''This page is in progress and may contain incomplete information or editor's notes.'''
|}
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Template:Finished
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{| class="textbox grid alt center" style="max-width: 75%; background:#1FDD42;" rules=all
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! style="padding: 12px;" | '''The content described on this page is 100% documented.'''
|}
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Lord-Giganticus
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{| class="textbox grid alt center" style="max-width: 75%; background:#1FDD42;" rules=all
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! style="padding: 12px;" | '''The content described on this page is 100% documented.'''
|}
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User:Lord-Giganticus
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Lord-Giganticus
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<h1><b>Lord-Giganticus</b></h1>
The guy who knows *WAYYY* to much about thp. Owns some rare disks and like morbin
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Lord-Giganticus
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The guy who knows *WAYYY* to much about thp. Owns some rare disks and like morbin
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Lord-Giganticus
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Protected "[[User:Lord-Giganticus]]" ([Edit=Allow only administrators] (indefinite) [Move=Allow only administrators] (indefinite))
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The guy who knows *WAYYY* to much about thp. Owns some rare disks and like morbin
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Category:File formats
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Lord-Giganticus
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In this category belongs all file formats that are used and supported in the Super Mario Galaxy games. Detailed information about a file format can be found by clicking on its file extension.
{| class="wikitable"
! Extension !! Magic !! Class name !! Games !! Description
|-
! colspan="5" | Common
|-
| [[RARC|arc]] || RARC || JKRArchive || both || JKernel archive
|-
| szs || Yaz0 || JKRDecomp || both || SZS-compressed data
|-
| szp || Yay0 || JKRDecomp || both || SZP-compressed data ('''Outdated''')
|-
| [[BCSV (File format)|bcsv]] || n/a || JMapInfo || both || JMap flatbuffer data
|-
| [[BCSV (File format)|tbl]] || n/a || JMapInfo || both || Sorted JMap data
|-
| [[BCSV (File format)|bcam]] || n/a || JMapInfo || both || JMap camera data
|-
| canm || ANDOCKAN<br>ANDOCANM || CameraAnim || both || Camera key frames
|-
| gst || n/a || GhostPacket || both || Ghost movement
|-
| pad || n/a || PadRecorder || SMG2 || Wiimote controls
|-
| [[JPA|jpc]] || JPAC2-10 || JPAEmitterArchiveLoaderDataBase || both || JParticle container
|-
! colspan="5" | Texts
|-
| [[BMG|bmg]] || MESGbmg1 || ? || SMG1 || Binary message container
|-
| [[MSBT|msbt]] || MsgStdBn || LMS_Message || SMG2 || LMS text data
|-
| [[MSBF|msbf]] || MsgFlwBn || LMS_Flowchart || SMG2 || LMS flow data
|-
! colspan="5" | Models
|-
| kcl || n/a || KCollision || both || Collision mesh
|-
| [[BCSV (File format)|pa]] || n/a || JMapInfo || both || Collision attributes (BCSV)
|-
| [https://wiki.cloudmodding.com/tww/BMD_and_BDL bdl] || J3D2bdl4 || J3DModelData || both || J3D display lists
|-
| [https://wiki.cloudmodding.com/tww/BMD_and_BDL bmd] || J3D2bmd3 || J3DModelData || both || J3D model
|-
| [[BCSV (File format)|banmt]] || n/a || JMapInfo || both || Animation table (BCSV)
|-
| [https://wiki.cloudmodding.com/tww/BCK bck] || J3D1bck1 || J3DAnmTransformKey || both || J3D skeletal transformation (key)
|-
| bca || J3D1bca1 || J3DAnmTransformFull || both || J3D skeletal transformation (full, '''not usable''')
|-
| [https://wiki.cloudmodding.com/tww/BTK btk] || J3D1btk1 || J3DAnmTextureSRTKey || both || J3D texture animation
|-
| [https://wiki.cloudmodding.com/tww/BRK brk] || J3D1brk1 || J3DAnmTevRegKey || both || J3D TEV color animation
|-
| [https://wiki.cloudmodding.com/tww/BTP btp] || J3D1btp1 || J3DAnmTexPattern || both || J3D texture pattern animation
|-
| bpk || J3D1bpk1 || J3DAnmColorKey || both || J3D color animation (key)
|-
| bpa || J3D1bpa1 || J3DAnmColorFull || both || J3D color animation (full, '''not usable''')
|-
| bva || J3D1bva1 || J3DAnmVisibilityFull || both || J3D visibility animation (full)
|-
| blk || J3D1blk1 || J3DAnmClusterKey || both || J3D cluster animation (key, '''not usable''')
|-
| bla || J3D1bla1 || J3DAnmClusterFull || both || J3D cluster animation (full, '''not usable''')
|-
| bxk || J3D1bxk1 || J3DAnmVtxColorKey || both || J3D vertex color animation (key, '''not usable''')
|-
| bxa || J3D1bxa1 || J3DAnmVtxColorFull || both || J3D vertex color animation (full, '''not usable''')
|-
| fur.txt || n/a || FurParam || both || Fur map parameters
|-
! colspan="5" | Image & video formats
|-
| [[BTI|bti]] || n/a || JUTTexture || both || JUtility image
|-
| [[THP|thp]] || THP0 || ? || SMG1 || Prerendered video
|-
! colspan="5" | Sound & audio formats
|-
| [[AST|ast]] || STRM || JAIStream || both || JAudio stream
|-
| bas || n/a || JAUSoundAnimation || both || Sound animation
|-
| bms || n/a || JAISeq || both || JAudio music sequence
|-
| aw || n/a || JASWaveArc || both || JAudio wave archive
|-
| baa || AA_< || JAUAudioArcLoader || both || JAudio audio archive
|-
| [[CIT|cit]] || n/a || ? || both || Chord information table
|-
| bct || n/a || ? || both || Wii Remote sound info
|-
| csw || n/a || ? || both || Wii Remote sound effect
|-
| bme || n/a || ? || both || ?
|-
| bmt || n/a || ? || both || ?
|-
| brs || n/a || ? || both || ?
|-
! colspan="5" | ''Nintendo Ware for Revolution'' formats
|-
| [https://wiki.tockdom.com/wiki/TPL_(File_Format) tpl] || n/a || nw4r::lyt::res::Picture || both || NW4R texture
|-
| [https://wiki.tockdom.com/wiki/BRLYT_(File_Format) brlyt] || RLYT || nw4r::lyt::Layout || both || NW4R layout structure
|-
| [https://wiki.tockdom.com/wiki/BRLAN_(File_Format) brlan] || RLAN || nw4r::lyt::AnimResource || both || NW4R layout animation
|-
| [https://wiki.tockdom.com/wiki/BRFNT_(File_Format) brfnt] || RFNT || nw4r::ut::ResFont || both || NW4R font
|-
! colspan="5" | ''Revolution'' formats
|-
| [https://www.metroid2002.com/retromodding/wiki/RSO_(File_Format) rso] || n/a || RSO || both || Relocatable object file
|-
| sel || n/a || RSO || both || RSO symbol export table
|-
| [https://wiki.tockdom.com/wiki/U8_(File_Format) arc] || Uª8- || ? || both || U8 archive
|-
| bnr || n/a || ? || both || Wii menu banner
|-
| bwav || n/a || ? || both(?) || ?
|}
06f8477ef691eaf829aefae6981dd2b2ffeee3bd
THP
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Lord-Giganticus
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thp moment
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[[Category:File formats]]
{{SDK Reference}}
'''THP''' does not stand for anything unlike other file formats. It's mainly used for prerendered cutscenes and other prerendered videos. This format was also used on the Nintendo GameCube.
= Format Specifications =
Below you'll find helpful tables on how the file is structured
== Header ==
Each THP starts with a ''header''
{| class="wikitable"
! Offset !! Type !! Description
|-
| 0x00 || String || "THP0" in ASCII
|-
| 0x04 || UInt32 || ''Version Number''. SMG uses 0x1048832
|-
| 0x08 || UInt32 || The Maximum Frame data size
|-
| 0x0C || UInt32 || Max no. of Audio Samples. SMG uses 0x570556416
|-
| 0x10 || Float || Frame Rate. Defaults to 29.97 in ''THPConv.exe''. SMG uses 59.97 (the max value)
|-
| 0x14 || UInt32 || Total number of frames
|-
| 0x18 || UInt32 || The length of the first frame
|-
| 0x1C || UInt32 || The length of ALL frames
|-
| 0x20 || UInt32 || Offset to components
|-
| 0x24 || UInt32 || Offset to FrameOffsetData
|-
| 0x28 || UInt32 || First frame offset
|-
| 0x2C || UInt32 || Last frame offset
|-
|}
== Frame Comp Info ==
This section is for the Component structure
{| class="wikitable"
! Offset !! Type !! Description
|-
| 0x00 || UInt32 || Number of components in this frame. Max is 16
|-
| 0x04 || UInt8[16] || Component types (0 = video, 1 = audio, -1 = none)
|-
|}
== Video ==
This section contains the video data.
{| class="wikitable"
! Offset !! Type !! Description
|-
| 0x00 || UInt32 || Width. SMG uses 640
|-
| 0x04 || UInt32 || Height. SMG uses 368
|-
| 0x08 || UInt32 || Video format (Only used in certain versions)
|-
|}
== Audio ==
This sections contains the audio data.
{| class="wikitable"
! Offset !! Type !! Description
|-
| 0x00 || UInt32 || Number of Audio Channels (Min is 0, Max is 2)
|-
| 0x04 || UInt32 || Frequency
|-
| 0x08 || UInt32 || Number of samples played
|-
| 0x0C || UInt32 || Number of tracks (Only used in certain versions)
|-
|}
== Frame ==
A frame starts with a frame ''header''
{| class="wikitable"
! Offset !! Type !! Description
|-
| 0x00 || UInt32 || Total size of the next frame
|-
| 0x04 || UInt32 || Total size of previous frame
|-
| 0x08 || UInt32 || Total size of the current frame
|-
| 0x0C || UInt32 || Audio size (Only if there is audio in the current frame)
|-
| 0x0C or 0x10 || colspan="2" style="text-align:center; background: #d0d0d0;" | Image Data
|-
|}
=== Video ===
Video data
{| class="wikitable"
! Offset !! Type !! Description
|-
| 0x00 || Int8['''I'''] || Image Data
|-
| '''I''' || colspan="2" style="text-align:center; background: #d0d0d0;" | End of Image Data
|-
|}
=== Audio ===
{| class="wikitable"
! Offset !! Type !! Description
|-
| 0x00 || UInt32 || Channel size
|-
| 0x04 || UInt32 || Number of samples
|-
| 0x08 || Int16[16] || Table 1
|-
| 0x28 || Int16[16] || Table 2
|-
| 0x48 || Int16 || Channel 1 previous 1
|-
| 0x4A || Int16 || Channel 1 previous 2
|-
| 0x4C || Int16 || Channel 2 previous 1
|-
| 0x4E || Int16 || Channel 2 previous 2
|-
| 0x50 || colspan="2" style="text-align:center; background: #d0d0d0;" | Audio Data
|-
|}
{| class="wikitable"
! Offset !! Type !! Description
|-
| 0x00 || Int8['''M'''] || Audio Data
|-
| '''M''' || colspan="2" style="text-align:center; background: #d0d0d0;" | End of Audio Data
|-
|}
= Tools =
The following tools can handle THP files:
* [https://github.com/soopercool101/BrawlCrate BrawlCrate] (Can only view the files)
* [https://www.ffmpeg.org/ ffmpeg] (Can convert THP videos to other video formats)
* [https://sites.google.com/site/wiiflowiki4/trailers/thp-video-convertor Wiiflow THP Video Converter] (Creates thp videos. Only supports 30 fps)
* [https://github.com/Lord-Giganticus/THP-Conveter THP-Converter] (Can convert to and from THP files using other programs)
* [[THPConv.exe]] (Nintendo's internal program to make thp videos, used by other programs)
c38ed84614467f12c1c37f82ab9a81abc3503e39
37
36
2022-08-14T19:26:08Z
Lord-Giganticus
4
wikitext
text/x-wiki
[[Category:File formats]]
{{SDK Reference}}
'''THP''' does not stand for anything unlike other file formats. It's mainly used for prerendered cutscenes and other prerendered videos. This format was also used on the Nintendo GameCube.
= Format Specifications =
Below you'll find helpful tables on how the file is structured
== Header ==
Each THP starts with a ''header''
{| class="wikitable"
! Offset !! Type !! Description
|-
| 0x00 || String || "THP0" in ASCII
|-
| 0x04 || UInt32 || ''Version Number''. SMG uses 0x1048832
|-
| 0x08 || UInt32 || The Maximum Frame data size
|-
| 0x0C || UInt32 || Max no. of Audio Samples. SMG uses 0x570556416
|-
| 0x10 || Float || Frame Rate. Defaults to 29.97 in ''THPConv.exe''. SMG uses 59.97 (the max value)
|-
| 0x14 || UInt32 || Total number of frames
|-
| 0x18 || UInt32 || The length of the first frame
|-
| 0x1C || UInt32 || The length of ALL frames
|-
| 0x20 || UInt32 || Offset to components
|-
| 0x24 || UInt32 || Offset to FrameOffsetData
|-
| 0x28 || UInt32 || First frame offset
|-
| 0x2C || UInt32 || Last frame offset
|-
|}
== Frame Comp Info ==
This section is for the Component structure
{| class="wikitable"
! Offset !! Type !! Description
|-
| 0x00 || UInt32 || Number of components in this frame. Max is 16
|-
| 0x04 || UInt8[16] || Component types (0 = video, 1 = audio, -1 = none)
|-
|}
== Video ==
This section contains the video data.
{| class="wikitable"
! Offset !! Type !! Description
|-
| 0x00 || UInt32 || Width. SMG uses 640
|-
| 0x04 || UInt32 || Height. SMG uses 368
|-
| 0x08 || UInt32 || Video format (Only used in certain versions)
|-
|}
== Audio ==
This sections contains the audio data.
{| class="wikitable"
! Offset !! Type !! Description
|-
| 0x00 || UInt32 || Number of Audio Channels (Min is 0, Max is 2)
|-
| 0x04 || UInt32 || Frequency
|-
| 0x08 || UInt32 || Number of samples played
|-
| 0x0C || UInt32 || Number of tracks (Only used in certain versions)
|-
|}
== Frame ==
A frame starts with a frame ''header''
{| class="wikitable"
! Offset !! Type !! Description
|-
| 0x00 || UInt32 || Total size of the next frame
|-
| 0x04 || UInt32 || Total size of previous frame
|-
| 0x08 || UInt32 || Total size of the current frame
|-
| 0x0C || UInt32 || Audio size (Only if there is audio in the current frame)
|-
| 0x0C or 0x10 || colspan="2" style="text-align:center; background: #d0d0d0;" | Image Data
|-
|}
=== Video ===
Video data
{| class="wikitable"
! Offset !! Type !! Description
|-
| 0x00 || Int8['''I'''] || Image Data
|-
| '''I''' || colspan="2" style="text-align:center; background: #d0d0d0;" | End of Image Data
|-
|}
=== Audio ===
{| class="wikitable"
! Offset !! Type !! Description
|-
| 0x00 || UInt32 || Channel size
|-
| 0x04 || UInt32 || Number of samples
|-
| 0x08 || Int16[16] || Table 1
|-
| 0x28 || Int16[16] || Table 2
|-
| 0x48 || Int16 || Channel 1 previous 1
|-
| 0x4A || Int16 || Channel 1 previous 2
|-
| 0x4C || Int16 || Channel 2 previous 1
|-
| 0x4E || Int16 || Channel 2 previous 2
|-
| 0x50 || colspan="2" style="text-align:center; background: #d0d0d0;" | Audio Data
|-
|}
{| class="wikitable"
! Offset !! Type !! Description
|-
| 0x00 || Int8['''M'''] || Audio Data
|-
| '''M''' || colspan="2" style="text-align:center; background: #d0d0d0;" | End of Audio Data
|-
|}
= Tools =
The following tools can handle THP files:
* [https://github.com/soopercool101/BrawlCrate BrawlCrate] (Can only view the files)
* [https://www.ffmpeg.org/ ffmpeg] (Can convert THP videos to other video formats)
* [https://sites.google.com/site/wiiflowiki4/trailers/thp-video-convertor Wiiflow THP Video Converter] (Creates thp videos. Only supports 30 fps)
* [https://github.com/Lord-Giganticus/THP-Conveter THP-Converter] (Can convert to and from THP files using other programs)
* [[THPConv]] (Nintendo's internal program to make thp videos, used by other programs)
dac861d8c665f6d8bbd7f27916c2a5c6d330eceb
38
37
2022-08-14T19:26:23Z
Lord-Giganticus
4
wikitext
text/x-wiki
[[Category:File formats]]
{{SDK Reference}}
'''THP''' does not stand for anything unlike other file formats. It's mainly used for prerendered cutscenes and other prerendered videos. This format was also used on the Nintendo GameCube.
= Format Specifications =
Below you'll find helpful tables on how the file is structured
== Header ==
Each THP starts with a ''header''
{| class="wikitable"
! Offset !! Type !! Description
|-
| 0x00 || String || "THP0" in ASCII
|-
| 0x04 || UInt32 || ''Version Number''. SMG uses 0x1048832
|-
| 0x08 || UInt32 || The Maximum Frame data size
|-
| 0x0C || UInt32 || Max no. of Audio Samples. SMG uses 0x570556416
|-
| 0x10 || Float || Frame Rate. Defaults to 29.97 in ''THPConv.exe''. SMG uses 59.97 (the max value)
|-
| 0x14 || UInt32 || Total number of frames
|-
| 0x18 || UInt32 || The length of the first frame
|-
| 0x1C || UInt32 || The length of ALL frames
|-
| 0x20 || UInt32 || Offset to components
|-
| 0x24 || UInt32 || Offset to FrameOffsetData
|-
| 0x28 || UInt32 || First frame offset
|-
| 0x2C || UInt32 || Last frame offset
|-
|}
== Frame Comp Info ==
This section is for the Component structure
{| class="wikitable"
! Offset !! Type !! Description
|-
| 0x00 || UInt32 || Number of components in this frame. Max is 16
|-
| 0x04 || UInt8[16] || Component types (0 = video, 1 = audio, -1 = none)
|-
|}
== Video ==
This section contains the video data.
{| class="wikitable"
! Offset !! Type !! Description
|-
| 0x00 || UInt32 || Width. SMG uses 640
|-
| 0x04 || UInt32 || Height. SMG uses 368
|-
| 0x08 || UInt32 || Video format (Only used in certain versions)
|-
|}
== Audio ==
This sections contains the audio data.
{| class="wikitable"
! Offset !! Type !! Description
|-
| 0x00 || UInt32 || Number of Audio Channels (Min is 0, Max is 2)
|-
| 0x04 || UInt32 || Frequency
|-
| 0x08 || UInt32 || Number of samples played
|-
| 0x0C || UInt32 || Number of tracks (Only used in certain versions)
|-
|}
== Frame ==
A frame starts with a frame ''header''
{| class="wikitable"
! Offset !! Type !! Description
|-
| 0x00 || UInt32 || Total size of the next frame
|-
| 0x04 || UInt32 || Total size of previous frame
|-
| 0x08 || UInt32 || Total size of the current frame
|-
| 0x0C || UInt32 || Audio size (Only if there is audio in the current frame)
|-
| 0x0C or 0x10 || colspan="2" style="text-align:center; background: #d0d0d0;" | Image Data
|-
|}
=== Video ===
Video data
{| class="wikitable"
! Offset !! Type !! Description
|-
| 0x00 || Int8['''I'''] || Image Data
|-
| '''I''' || colspan="2" style="text-align:center; background: #d0d0d0;" | End of Image Data
|-
|}
=== Audio ===
{| class="wikitable"
! Offset !! Type !! Description
|-
| 0x00 || UInt32 || Channel size
|-
| 0x04 || UInt32 || Number of samples
|-
| 0x08 || Int16[16] || Table 1
|-
| 0x28 || Int16[16] || Table 2
|-
| 0x48 || Int16 || Channel 1 previous 1
|-
| 0x4A || Int16 || Channel 1 previous 2
|-
| 0x4C || Int16 || Channel 2 previous 1
|-
| 0x4E || Int16 || Channel 2 previous 2
|-
| 0x50 || colspan="2" style="text-align:center; background: #d0d0d0;" | Audio Data
|-
|}
{| class="wikitable"
! Offset !! Type !! Description
|-
| 0x00 || Int8['''M'''] || Audio Data
|-
| '''M''' || colspan="2" style="text-align:center; background: #d0d0d0;" | End of Audio Data
|-
|}
= Tools =
The following tools can handle THP files:
* [https://github.com/soopercool101/BrawlCrate BrawlCrate] (Can only view the files)
* [https://www.ffmpeg.org/ ffmpeg] (Can convert THP videos to other video formats)
* [https://sites.google.com/site/wiiflowiki4/trailers/thp-video-convertor Wiiflow THP Video Converter] (Creates thp videos. Only supports 30 fps)
* [https://github.com/Lord-Giganticus/THP-Conveter THP-Converter] (Can convert to and from THP files using other programs)
* [[THPConv THPConv.exe]] (Nintendo's internal program to make thp videos, used by other programs)
bba6051dd9cb667b0df990cc6a1e8a224556378c
39
38
2022-08-14T19:26:43Z
Lord-Giganticus
4
wikitext
text/x-wiki
[[Category:File formats]]
{{SDK Reference}}
'''THP''' does not stand for anything unlike other file formats. It's mainly used for prerendered cutscenes and other prerendered videos. This format was also used on the Nintendo GameCube.
= Format Specifications =
Below you'll find helpful tables on how the file is structured
== Header ==
Each THP starts with a ''header''
{| class="wikitable"
! Offset !! Type !! Description
|-
| 0x00 || String || "THP0" in ASCII
|-
| 0x04 || UInt32 || ''Version Number''. SMG uses 0x1048832
|-
| 0x08 || UInt32 || The Maximum Frame data size
|-
| 0x0C || UInt32 || Max no. of Audio Samples. SMG uses 0x570556416
|-
| 0x10 || Float || Frame Rate. Defaults to 29.97 in ''THPConv.exe''. SMG uses 59.97 (the max value)
|-
| 0x14 || UInt32 || Total number of frames
|-
| 0x18 || UInt32 || The length of the first frame
|-
| 0x1C || UInt32 || The length of ALL frames
|-
| 0x20 || UInt32 || Offset to components
|-
| 0x24 || UInt32 || Offset to FrameOffsetData
|-
| 0x28 || UInt32 || First frame offset
|-
| 0x2C || UInt32 || Last frame offset
|-
|}
== Frame Comp Info ==
This section is for the Component structure
{| class="wikitable"
! Offset !! Type !! Description
|-
| 0x00 || UInt32 || Number of components in this frame. Max is 16
|-
| 0x04 || UInt8[16] || Component types (0 = video, 1 = audio, -1 = none)
|-
|}
== Video ==
This section contains the video data.
{| class="wikitable"
! Offset !! Type !! Description
|-
| 0x00 || UInt32 || Width. SMG uses 640
|-
| 0x04 || UInt32 || Height. SMG uses 368
|-
| 0x08 || UInt32 || Video format (Only used in certain versions)
|-
|}
== Audio ==
This sections contains the audio data.
{| class="wikitable"
! Offset !! Type !! Description
|-
| 0x00 || UInt32 || Number of Audio Channels (Min is 0, Max is 2)
|-
| 0x04 || UInt32 || Frequency
|-
| 0x08 || UInt32 || Number of samples played
|-
| 0x0C || UInt32 || Number of tracks (Only used in certain versions)
|-
|}
== Frame ==
A frame starts with a frame ''header''
{| class="wikitable"
! Offset !! Type !! Description
|-
| 0x00 || UInt32 || Total size of the next frame
|-
| 0x04 || UInt32 || Total size of previous frame
|-
| 0x08 || UInt32 || Total size of the current frame
|-
| 0x0C || UInt32 || Audio size (Only if there is audio in the current frame)
|-
| 0x0C or 0x10 || colspan="2" style="text-align:center; background: #d0d0d0;" | Image Data
|-
|}
=== Video ===
Video data
{| class="wikitable"
! Offset !! Type !! Description
|-
| 0x00 || Int8['''I'''] || Image Data
|-
| '''I''' || colspan="2" style="text-align:center; background: #d0d0d0;" | End of Image Data
|-
|}
=== Audio ===
{| class="wikitable"
! Offset !! Type !! Description
|-
| 0x00 || UInt32 || Channel size
|-
| 0x04 || UInt32 || Number of samples
|-
| 0x08 || Int16[16] || Table 1
|-
| 0x28 || Int16[16] || Table 2
|-
| 0x48 || Int16 || Channel 1 previous 1
|-
| 0x4A || Int16 || Channel 1 previous 2
|-
| 0x4C || Int16 || Channel 2 previous 1
|-
| 0x4E || Int16 || Channel 2 previous 2
|-
| 0x50 || colspan="2" style="text-align:center; background: #d0d0d0;" | Audio Data
|-
|}
{| class="wikitable"
! Offset !! Type !! Description
|-
| 0x00 || Int8['''M'''] || Audio Data
|-
| '''M''' || colspan="2" style="text-align:center; background: #d0d0d0;" | End of Audio Data
|-
|}
= Tools =
The following tools can handle THP files:
* [https://github.com/soopercool101/BrawlCrate BrawlCrate] (Can only view the files)
* [https://www.ffmpeg.org/ ffmpeg] (Can convert THP videos to other video formats)
* [https://sites.google.com/site/wiiflowiki4/trailers/thp-video-convertor Wiiflow THP Video Converter] (Creates thp videos. Only supports 30 fps)
* [https://github.com/Lord-Giganticus/THP-Conveter THP-Converter] (Can convert to and from THP files using other programs)
* [THPConv THPConv.exe] (Nintendo's internal program to make thp videos, used by other programs)
ee34cbe84dc79a29aa159380036f87e43e124eea
40
39
2022-08-14T19:27:26Z
Lord-Giganticus
4
wikitext
text/x-wiki
[[Category:File formats]]
{{SDK Reference}}
'''THP''' does not stand for anything unlike other file formats. It's mainly used for prerendered cutscenes and other prerendered videos. This format was also used on the Nintendo GameCube.
= Format Specifications =
Below you'll find helpful tables on how the file is structured
== Header ==
Each THP starts with a ''header''
{| class="wikitable"
! Offset !! Type !! Description
|-
| 0x00 || String || "THP0" in ASCII
|-
| 0x04 || UInt32 || ''Version Number''. SMG uses 0x1048832
|-
| 0x08 || UInt32 || The Maximum Frame data size
|-
| 0x0C || UInt32 || Max no. of Audio Samples. SMG uses 0x570556416
|-
| 0x10 || Float || Frame Rate. Defaults to 29.97 in ''THPConv.exe''. SMG uses 59.97 (the max value)
|-
| 0x14 || UInt32 || Total number of frames
|-
| 0x18 || UInt32 || The length of the first frame
|-
| 0x1C || UInt32 || The length of ALL frames
|-
| 0x20 || UInt32 || Offset to components
|-
| 0x24 || UInt32 || Offset to FrameOffsetData
|-
| 0x28 || UInt32 || First frame offset
|-
| 0x2C || UInt32 || Last frame offset
|-
|}
== Frame Comp Info ==
This section is for the Component structure
{| class="wikitable"
! Offset !! Type !! Description
|-
| 0x00 || UInt32 || Number of components in this frame. Max is 16
|-
| 0x04 || UInt8[16] || Component types (0 = video, 1 = audio, -1 = none)
|-
|}
== Video ==
This section contains the video data.
{| class="wikitable"
! Offset !! Type !! Description
|-
| 0x00 || UInt32 || Width. SMG uses 640
|-
| 0x04 || UInt32 || Height. SMG uses 368
|-
| 0x08 || UInt32 || Video format (Only used in certain versions)
|-
|}
== Audio ==
This sections contains the audio data.
{| class="wikitable"
! Offset !! Type !! Description
|-
| 0x00 || UInt32 || Number of Audio Channels (Min is 0, Max is 2)
|-
| 0x04 || UInt32 || Frequency
|-
| 0x08 || UInt32 || Number of samples played
|-
| 0x0C || UInt32 || Number of tracks (Only used in certain versions)
|-
|}
== Frame ==
A frame starts with a frame ''header''
{| class="wikitable"
! Offset !! Type !! Description
|-
| 0x00 || UInt32 || Total size of the next frame
|-
| 0x04 || UInt32 || Total size of previous frame
|-
| 0x08 || UInt32 || Total size of the current frame
|-
| 0x0C || UInt32 || Audio size (Only if there is audio in the current frame)
|-
| 0x0C or 0x10 || colspan="2" style="text-align:center; background: #d0d0d0;" | Image Data
|-
|}
=== Video ===
Video data
{| class="wikitable"
! Offset !! Type !! Description
|-
| 0x00 || Int8['''I'''] || Image Data
|-
| '''I''' || colspan="2" style="text-align:center; background: #d0d0d0;" | End of Image Data
|-
|}
=== Audio ===
{| class="wikitable"
! Offset !! Type !! Description
|-
| 0x00 || UInt32 || Channel size
|-
| 0x04 || UInt32 || Number of samples
|-
| 0x08 || Int16[16] || Table 1
|-
| 0x28 || Int16[16] || Table 2
|-
| 0x48 || Int16 || Channel 1 previous 1
|-
| 0x4A || Int16 || Channel 1 previous 2
|-
| 0x4C || Int16 || Channel 2 previous 1
|-
| 0x4E || Int16 || Channel 2 previous 2
|-
| 0x50 || colspan="2" style="text-align:center; background: #d0d0d0;" | Audio Data
|-
|}
{| class="wikitable"
! Offset !! Type !! Description
|-
| 0x00 || Int8['''M'''] || Audio Data
|-
| '''M''' || colspan="2" style="text-align:center; background: #d0d0d0;" | End of Audio Data
|-
|}
= Tools =
The following tools can handle THP files:
* [https://github.com/soopercool101/BrawlCrate BrawlCrate] (Can only view the files)
* [https://www.ffmpeg.org/ ffmpeg] (Can convert THP videos to other video formats)
* [https://sites.google.com/site/wiiflowiki4/trailers/thp-video-convertor Wiiflow THP Video Converter] (Creates thp videos. Only supports 30 fps)
* [https://github.com/Lord-Giganticus/THP-Conveter THP-Converter] (Can convert to and from THP files using other programs)
* [[THPConv.exe|THPConv]] (Nintendo's internal program to make thp videos, used by other programs)
de672526ee70a3c8d90a7722eb4bbb372c32fd79
41
40
2022-08-14T19:27:44Z
Lord-Giganticus
4
wikitext
text/x-wiki
[[Category:File formats]]
{{SDK Reference}}
'''THP''' does not stand for anything unlike other file formats. It's mainly used for prerendered cutscenes and other prerendered videos. This format was also used on the Nintendo GameCube.
= Format Specifications =
Below you'll find helpful tables on how the file is structured
== Header ==
Each THP starts with a ''header''
{| class="wikitable"
! Offset !! Type !! Description
|-
| 0x00 || String || "THP0" in ASCII
|-
| 0x04 || UInt32 || ''Version Number''. SMG uses 0x1048832
|-
| 0x08 || UInt32 || The Maximum Frame data size
|-
| 0x0C || UInt32 || Max no. of Audio Samples. SMG uses 0x570556416
|-
| 0x10 || Float || Frame Rate. Defaults to 29.97 in ''THPConv.exe''. SMG uses 59.97 (the max value)
|-
| 0x14 || UInt32 || Total number of frames
|-
| 0x18 || UInt32 || The length of the first frame
|-
| 0x1C || UInt32 || The length of ALL frames
|-
| 0x20 || UInt32 || Offset to components
|-
| 0x24 || UInt32 || Offset to FrameOffsetData
|-
| 0x28 || UInt32 || First frame offset
|-
| 0x2C || UInt32 || Last frame offset
|-
|}
== Frame Comp Info ==
This section is for the Component structure
{| class="wikitable"
! Offset !! Type !! Description
|-
| 0x00 || UInt32 || Number of components in this frame. Max is 16
|-
| 0x04 || UInt8[16] || Component types (0 = video, 1 = audio, -1 = none)
|-
|}
== Video ==
This section contains the video data.
{| class="wikitable"
! Offset !! Type !! Description
|-
| 0x00 || UInt32 || Width. SMG uses 640
|-
| 0x04 || UInt32 || Height. SMG uses 368
|-
| 0x08 || UInt32 || Video format (Only used in certain versions)
|-
|}
== Audio ==
This sections contains the audio data.
{| class="wikitable"
! Offset !! Type !! Description
|-
| 0x00 || UInt32 || Number of Audio Channels (Min is 0, Max is 2)
|-
| 0x04 || UInt32 || Frequency
|-
| 0x08 || UInt32 || Number of samples played
|-
| 0x0C || UInt32 || Number of tracks (Only used in certain versions)
|-
|}
== Frame ==
A frame starts with a frame ''header''
{| class="wikitable"
! Offset !! Type !! Description
|-
| 0x00 || UInt32 || Total size of the next frame
|-
| 0x04 || UInt32 || Total size of previous frame
|-
| 0x08 || UInt32 || Total size of the current frame
|-
| 0x0C || UInt32 || Audio size (Only if there is audio in the current frame)
|-
| 0x0C or 0x10 || colspan="2" style="text-align:center; background: #d0d0d0;" | Image Data
|-
|}
=== Video ===
Video data
{| class="wikitable"
! Offset !! Type !! Description
|-
| 0x00 || Int8['''I'''] || Image Data
|-
| '''I''' || colspan="2" style="text-align:center; background: #d0d0d0;" | End of Image Data
|-
|}
=== Audio ===
{| class="wikitable"
! Offset !! Type !! Description
|-
| 0x00 || UInt32 || Channel size
|-
| 0x04 || UInt32 || Number of samples
|-
| 0x08 || Int16[16] || Table 1
|-
| 0x28 || Int16[16] || Table 2
|-
| 0x48 || Int16 || Channel 1 previous 1
|-
| 0x4A || Int16 || Channel 1 previous 2
|-
| 0x4C || Int16 || Channel 2 previous 1
|-
| 0x4E || Int16 || Channel 2 previous 2
|-
| 0x50 || colspan="2" style="text-align:center; background: #d0d0d0;" | Audio Data
|-
|}
{| class="wikitable"
! Offset !! Type !! Description
|-
| 0x00 || Int8['''M'''] || Audio Data
|-
| '''M''' || colspan="2" style="text-align:center; background: #d0d0d0;" | End of Audio Data
|-
|}
= Tools =
The following tools can handle THP files:
* [https://github.com/soopercool101/BrawlCrate BrawlCrate] (Can only view the files)
* [https://www.ffmpeg.org/ ffmpeg] (Can convert THP videos to other video formats)
* [https://sites.google.com/site/wiiflowiki4/trailers/thp-video-convertor Wiiflow THP Video Converter] (Creates thp videos. Only supports 30 fps)
* [https://github.com/Lord-Giganticus/THP-Conveter THP-Converter] (Can convert to and from THP files using other programs)
* [[THPConv|THPConv.exe]] (Nintendo's internal program to make thp videos, used by other programs)
bd20b3f7dfad9c9a52bdfa15c292a1edd0598582
THPConv
0
21
42
2022-08-14T19:28:16Z
Lord-Giganticus
4
more dead links time
wikitext
text/x-wiki
[[Category:Tools]]
{{SDK Reference}}
'''THPConv.exe''' is a prebuilt program Nintendo provides in the Wii and GCN SDKs. It's used to take static jpg frames and wav audio in order to make a [[THP]] video.
= Command Options =
== Creating a THP ==
{| class="wikitable"
! option !! argument !! Description
|-
| -j || *.jpg || The input files (sequential jpg files) Wildcard characters (*) are allowed. '''Required Command'''
|-
| -d || outfile || The output file. '''Required Command'''
|-
| -s || wavefile(s) || The .wav files to pack into the THP video. (Must be non-compressed 16-bit PCM data, mono and stereo is supported)
|-
| -r || framerate || The framerate to use. If not defined, defaults to 29.97 (Allowed range is from 1.0 to 59.97)
|-
| -o || - || THP movie data can internally store offsets to each frame data as a table.
|-
| -non || rowspan="3" | - || rowspan="3" | Specifies the THP video data format. When interlace starts the video data from an odd numbered field, specify -odd. When interlace starts from an even numbered field, specify -even. Defaults to -non
|-
| -odd
|-
| -even
|-
| -v || - || Enable Verbosity.
|-
| -h || - || Displays the option list
|-
|}
== Replacing the audio of a THP video ==
''Note that some of the commands options above are the same here. (Being -r, -o, -non, -even, -odd, -v, -h)
{| class="wikitable"
! option !! argument !! Description
|-
| -c || file || The input thp video. '''Required Command and not allowed to be used with -j'''
|-
| -s || wavefile(s) || Same as above. '''This option or the -trk option is required when using -c'''
|-
| -d || outputfile || The output file. '''If the file is the same THPConv.exe will OVERWRITE the file'''
|-
| -trk || track number, wavfile || If you only want to replace a single audio track dataset, use this option instead of -s. ''Invalidates the -r, -o, -non, -odd, and -even options''
|-
|}
= Creating a THP video for SMG =
''THPConv.exe is originally a Windows binary, but a port to Linux exits. You can find it [https://github.com/MasterofGalaxies/THPConv here]''
# Run the following in a shell program: ''ffmpeg -i Input.mp4 -r 59.94 -vf scale=640:368 temp\frame%03d.jpg'' (Replace Input.mp4 and temp with what you want)
# If you are going to make the video have audio run this: ''ffmpeg -i Input.mp4 -r 59.94 -f u16be audio.wav'' (Replace Input.mp4 and audio.wav with what you want)
# Then, run this if you are not making a video with audio: ''THPConv.exe -j temp\*.jpg -r 59.94 -d output.thp'' (Replace temp and output.thp with what you want)
# If you DO want audio, run this instead: ''THPConv.exe -j temp\*.jpg -r 59.94 -s audio.wav -d output.thp'' (Replace temp, audio.wav, and output.thp with what you want)
# Attempt replacing one of the THP Videos in [[File_system#MovieData|MovieData]] and see if it works.
81427c12be8a0e4308db0136f7e0faebcbb6cfc4
BTI
0
22
44
2022-08-14T19:29:52Z
Lord-Giganticus
4
bti added
wikitext
text/x-wiki
[[Category:File formats]]
BTI is an image file format similar to TEX0, TPL and BREFT file formats. The only difference is the file header.
__TOC__
== File Format ==
The file format is very simple and starts with a file header followed by the image data. All data is written in [[big endian]].
=== File Header ===
The following table shows the file header. It is 0x20 bytes long. There is no magic to identify BTI files,
so tools may do some plausibility checks to identify them.
{| class="textbox grid alt center" style="border:1px; solid:#aaaaaa; max-width:743px" rules=all
|- style=background:lightgray
! colspan=3 | File Header (''Table inspired off of [http://wiki.tockdom.com/wiki/BTI_(File_Format)#File_Header this]''')
|- style=background:#f2f2f2
! Offset !! Type !! Description
|-
| 0x00 || Byte || '''Image format'''
|-
| 0x01 || Byte || '''Enable alpha''' (0x00 means alpha is disabled, anything higher means alpha is enabled)
|-
| 0x02 || UInt16 || '''Width''' of the image in pixels
|-
| 0x04 || UInt16 || '''Height''' of the image in pixels
|-
| 0x06 || Byte || '''Wrap S'''[http://www.amnoid.de/gc/bti.txt] (0x01 for posteffect.bti, 0x00 for others). Probably repeat, clamp or mirror wraps for U projection maps
|-
| 0x07 || Byte || '''Wrap T'''[http://www.amnoid.de/gc/bti.txt] (0x01 for posteffect.bti, 0x00 for others). Probably repeat, clamp or mirror wraps for V projection maps
|-
| 0x08 || UInt16 || '''Palette format'''
|-
| 0x0A || UInt16 || '''Number of palette entries'''
|-
| 0x0C || UInt32 || '''Offset to palette data''', relative to the start of the file header
|-
| 0x10 || Boolean || '''Mipmap Enable''' Whether the texture will use mipmaps or not
|-
| 0x11 || Boolean || '''EnableEdgeLOD'''
|-
| 0x12 || Boolean || '''Clamp LOD Bias'''
|-
| 0x13 || Boolean || '''Max Anisotropy'''
|-
| 0x14 || Byte || '''Minification filter type'''
|-
| 0x15 || Byte || '''Magnification filter type'''
|-
| 0x16 || Byte || '''Min LOD''' The minimum LOD clamp, scaled by 8. Usually 0 so the 0th Mipmap level is used.
|-
| 0x17 || Byte || '''Max LOD''' The maximum LOD clamp, scaled by 8. This should practically have the same value as MipmapCount.
|-
| 0x18 || Byte || '''Total number of images''', thus number of mipmaps + 1. Apparently unread by the engine itself, it only uses the MipmapEnable flag and the max LOD field.
|-
| 0x19 || Byte || style=background:lightgray | '''Unknown''' Probably Padding
|-
| 0x1A || UInt16 || '''LOD Bias''' The LOD bias of the texture, scaled by 100.
|-
| 0x1C || UInt32 || '''Offset to image data''', relative to the start of the file header
|-
| 0x20 || colspan=2 style="background:lightgray; text-align:center;" | End of file header
|}
== Palette Data ==
{| class="textbox grid alt center" style="border:1px; solid:#0000a0; max-width:743px;" rules=all
|-
! colspan=7 style="background:#000080; color:white;" | Image Formats (''Table inspired off of [http://wiki.tockdom.com/wiki/Template:Image_Formats this])
|- style="background:#b0b0f0"
! ID !! Name !! Bits per pixel !! Block width !! Block height !! Block size !! Type
|- style="background:#d0d0f0"
| 0x00 || I4 || 4 || 8 || 8 || 32 bytes || Gray
|- style="background:#f0f0ff"
| 0x01 || I8 || 8 || 8 || 4 || 32 bytes || Gray
|- style="background:#d0d0f0"
| 0x02 || IA4 || 8 || 8 || 4 || 32 bytes || Gray + Alpha
|- style="background:#f0f0ff"
| 0x03 || IA8 || 16 || 4 || 4 || 32 bytes || Gray + Alpha
|- style="background:#d0d0f0"
| 0x04 || RGB565|| 16 || 4 || 4 || 32 bytes || Color
|- style="background:#f0f0ff"
| 0x05 || RGB5A3 || 16 || 4 || 4 || 32 bytes || Color + Alpha
|- style="background:#d0d0f0"
| 0x06 || RGBA32|| 32 || 4 || 4 || 64 bytes || Color + Alpha
|- style="background:#f0f0ff"
| 0x08 || C4 || 4 || 8 || 8 || 32 bytes || Palette (IA8, RGB565, RGB5A3)
|- style="background:#d0d0f0"
| 0x09 || C8|| 8 || 8 || 4 || 32 bytes || Palette (IA8, RGB565, RGB5A3)
|- style="background:#f0f0ff"
| 0x0A || C14X2 || 16 || 4 || 4 || 32 bytes || Palette (IA8, RGB565, RGB5A3)
|- style="background:#d0d0f0"
| 0x0E || CMPR || 4 || 8 || 8 || 32 bytes || Color + 1 bit Alpha (compressed)
|}
= Tools =
[http://avsys.xyz/upload/files/Wexos%27s%20Toolbox%20v1.0.2.0.zip Wexos's Toolbox] can convert PNG files into BTI images. (Only supports certain pallets.)<br>
[https://szs.wiimm.de/ Wiimms SZS Tools] can convert BTI and PNG images in any direction. It may also convert the image and palette formats and add or remove mipmaps on the fly.<br>
[https://github.com/KillzXGaming/Switch-Toolbox Switch Toolbox] can open BTI images and convert them into PNG files.
<br>
[https://github.com/Lord-Giganticus/BTIConv BTIConv] is a cross platform solution to convert BTI and PNG images in any direction. Built in NET 6.0
== Libraries ==
[https://github.com/SuperHackio/Hack.io/tree/master/Hack.io.BTI Hack.io.BTI] Windows only C# library to help manipulating BTI images
e9e56de390c8b10af2a41eabf6b4147217f208cf
Super Mario 128
0
23
49
2022-08-14T20:04:51Z
GalaxyMaster
1
create page
wikitext
text/x-wiki
128 Marios trying to push each other off to their deaths
ac407d09fbc546a0a630ea1e639de21ed99654ce
50
49
2022-08-14T20:07:41Z
GalaxyMaster
1
wikitext
text/x-wiki
128 Marios trying to push each other off to their deaths. The precursor to Super Mario Galaxy.
d82c1687231ea71794298795436bacd5ae29026e
E3 demo
0
9
51
14
2022-08-14T20:09:30Z
GalaxyMaster
1
more formal
wikitext
text/x-wiki
On May 9, 2006, Super Mario Galaxy was revealed to the public with a playable demo at that year's Electronic Entertainment Expo (E3).
bb8a87543615a0ed3209547c9593a3643eeb66f8
Super Mario 128
0
23
52
50
2022-08-14T20:12:52Z
Lord-Giganticus
4
update info
wikitext
text/x-wiki
Super Mario 128 was a GCN Tech Demo shown at the Nintendo Space World trade show in 2000. It's simply 128 Marios trying to push each other off to their deaths. Despite the demo never being released to the public, the technology/code of the demo would find itself in the Pikmin games, Super Mario Galaxy and other J3D games.
The director of Super Mario 128, Yoshiaki Koizumi, is also the director of Super Mario Galaxy.
5ca1b09343718a197946516773de0c6d4f1b3dc8
JSystem
0
24
53
2022-08-14T20:32:28Z
GalaxyMaster
1
create page
wikitext
text/x-wiki
'''JSYSTEM''', or '''JSys''', is a library used in first party 3D Nintendo games on the GameCube and Wii, including Super Mario Galaxy and Super Mario Galaxy 2.
== Games that use JSys (in order of release) ==
* Luigi's Mansion
* Super Mario Sunshine
* The Legend of Zelda: The Wind Waker
* Donkey Kong Jungle Beat (''likely, needs confirmation'')
* The Legend of Zelda: Twilight Princess
* Super Mario Galaxy
* Mario Kart Wii
* Super Mario Galaxy 2
* The Legend of Zelda: Skyward Sword
== JSys libraries ==
* J2DGraph
* J3DGraphAnimator
* J3DGraphBase
* JAudio
* JMap
* JParticle
* JStudio
* JUtility
a8633aba675ece0436fffefb3f8a70e06966d5dd
101
53
2022-08-17T21:14:50Z
GalaxyMaster
1
confirmed
wikitext
text/x-wiki
'''JSYSTEM''', or '''JSys''', is a library used in first party 3D Nintendo games on the GameCube and Wii, including Super Mario Galaxy and Super Mario Galaxy 2.
== Games that use JSys (in order of release) ==
* Luigi's Mansion
* Super Mario Sunshine
* The Legend of Zelda: The Wind Waker
* Donkey Kong Jungle Beat
* The Legend of Zelda: Twilight Princess
* Super Mario Galaxy
* Mario Kart Wii
* Super Mario Galaxy 2
* The Legend of Zelda: Skyward Sword
== JSys libraries ==
* J2DGraph
* J3DGraphAnimator
* J3DGraphBase
* JAudio
* JMap
* JParticle
* JStudio
* JUtility
8434f5ffd5ff1b3d27720a541ef7a1dfd776a0b8
102
101
2022-08-17T22:11:35Z
GalaxyMaster
1
wikitext
text/x-wiki
'''JSYSTEM''', '''JSystem''', or '''JSys''', is a library used in first party 3D Nintendo games on the GameCube and Wii, including Super Mario Galaxy and Super Mario Galaxy 2.
Different games use different versions of the JSys library.
== Games that use JSys (in order of release) ==
* Luigi's Mansion
* Super Mario Sunshine
* The Legend of Zelda: The Wind Waker
* Donkey Kong Jungle Beat
* The Legend of Zelda: Twilight Princess
* Super Mario Galaxy
* Mario Kart Wii
* Super Mario Galaxy 2
* The Legend of Zelda: Skyward Sword
== JSys libraries ==
* J2DGraph
* J3DGraphAnimator
* J3DGraphBase
* JAudio
* JMap
* JParticle
* JStudio
* JUtility
2e9385eb364f9b728e9222bfe043fe9540409665
103
102
2022-08-17T22:36:54Z
GalaxyMaster
1
add Mario Kart: Double Dash
wikitext
text/x-wiki
'''JSYSTEM''', '''JSystem''', or '''JSys''', is a library used in first party 3D Nintendo games on the GameCube and Wii, including Super Mario Galaxy and Super Mario Galaxy 2.
Different games use different versions of the JSys library.
== Games that use JSys (in order of release) ==
* Luigi's Mansion
* Super Mario Sunshine
* The Legend of Zelda: The Wind Waker
* Mario Kart: Double Dash
* Donkey Kong Jungle Beat
* The Legend of Zelda: Twilight Princess
* Super Mario Galaxy
* Mario Kart Wii
* Super Mario Galaxy 2
* The Legend of Zelda: Skyward Sword
== JSys libraries ==
* J2DGraph
* J3DGraphAnimator
* J3DGraphBase
* JAudio
* JMap
* JParticle
* JStudio
* JUtility
26733e90886a99b2887d92454a8ef3a7803ab0e1
User:Lord-Giganticus/common.css
2
25
54
2022-08-14T20:48:05Z
Lord-Giganticus
4
Created page with ".body { background: #090909; }"
css
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2022-08-14T20:48:47Z
Lord-Giganticus
4
css
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2022-08-14T20:54:17Z
Lord-Giganticus
4
css
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2022-08-14T20:55:31Z
Lord-Giganticus
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2022-08-14T20:56:00Z
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css
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2022-08-14T20:56:53Z
Lord-Giganticus
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css
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2022-08-14T20:58:10Z
Lord-Giganticus
4
css
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2022-08-14T20:58:39Z
Lord-Giganticus
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css
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2022-08-14T20:59:55Z
Lord-Giganticus
4
css
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Lord-Giganticus
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css
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2022-08-14T21:03:48Z
Lord-Giganticus
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css
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2022-08-14T21:05:43Z
Lord-Giganticus
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css
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Lord-Giganticus
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css
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Lord-Giganticus
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css
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2022-08-14T21:12:51Z
Lord-Giganticus
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css
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Lord-Giganticus
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css
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76
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2022-08-15T03:32:06Z
Lord-Giganticus
4
Blanked the page
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2022-08-15T03:33:23Z
Lord-Giganticus
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css
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2022-08-15T03:34:34Z
Lord-Giganticus
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2022-08-15T03:42:49Z
Lord-Giganticus
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Lord-Giganticus
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Blanked the page
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Concept art
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64
2022-08-14T21:02:44Z
GalaxyMaster
1
create page
wikitext
text/x-wiki
This is a gallery of concept art made for Super Mario Galaxy.
a8e85225896d9503bea7e14d5492c56cc25035cd
Flight Team Patch
0
7
66
10
2022-08-14T21:05:37Z
GalaxyMaster
1
wikitext
text/x-wiki
The '''Super Mario Galaxy Flight Team Patch''' is an embroidered patch presumably given to Nintendo employees involved with the development of Super Mario Galaxy 1. It depicts the scene of Super Mario Galaxy 1's box art, with the addition of a few planets. Only one is known to exist in the wild, owned by [[User:GalaxyMaster|Galaxy Master]] after having acquired it on eBay in late 2015.
[[File:Flight_Team_Patch.jpg|thumb|The Flight Team Patch owned by [[User:GalaxyMaster|Galaxy Master]].]]
== Buzz Aldrin Zero-G Flight Promotion ==
In a promotion for the release of Super Mario Galaxy 1, retired NASA astronaut Buzz Aldrin is pictured in a reduced-gravity aircraft operated by Zero Gravity Corporation. He and another person whose identity is unknown are wearing jumpsuits adhered with Flight Team Patches.
[[File:Buzz_Aldrin_Zero-G_Flight_Promotion.jpg|thumb|Buzz Aldrin and his assistant wearing jumpsuits with Flight Team Patches in a Zero-G flight, for a promotion of Super Mario Galaxy 1]]
3430bdce7fbcfa5a7e9c4cdd7375aeb3f65241fb
List of mods
0
11
69
17
2022-08-14T21:10:19Z
GalaxyMaster
1
wikitext
text/x-wiki
== Functionality mods ==
{| class="wikitable"
! Mod !! Creator !! Link
|-
| Super Mario Galaxy 2 multiplayer || [[User:GalaxyMaster|Galaxy Master]] || https://github.com/MasterofGalaxies/smg2-multiplayer
|-
|}
== Content mods ==
{| class="wikitable"
! Mod !! Creator !! Link
|-
| Neo Mario Galaxy || Aurum et al. || https://aurumsmods.com/nmg
|-
|}
84e2fd938f026e8d2b7df8226c04bc56d8a61f94
87
69
2022-08-15T19:42:56Z
MasterLuma
3
wikitext
text/x-wiki
== Functionality mods ==
{| class="wikitable"
! Mod !! Creator !! Link
|-
| Super Mario Galaxy 2 multiplayer || [[User:GalaxyMaster|Galaxy Master]] || https://github.com/MasterofGalaxies/smg2-multiplayer
|-
|}
== Content mods ==
{| class="wikitable"
! Mod !! Creator !! Link
|-
| Neo Mario Galaxy || Aurum et al. || https://aurumsmods.com/nmg
|-
|}
== Code Modifications ==
{| class="wikitable"
! Mod !! Creator !! Link
|-
| placeholder || placeholder || placeholder
|-
|}
2819a2f0091d52370adb135d031a8a7bda81dce3
88
87
2022-08-15T20:23:05Z
Lord-Giganticus
4
add gle
wikitext
text/x-wiki
== Functionality mods ==
{| class="wikitable"
! Mod !! Creator !! Link
|-
| Super Mario Galaxy 2 multiplayer || [[User:GalaxyMaster|Galaxy Master]] || https://github.com/MasterofGalaxies/smg2-multiplayer
|-
|}
== Content mods ==
{| class="wikitable"
! Mod !! Creator !! Link
|-
| Neo Mario Galaxy || Aurum et al. || https://aurumsmods.com/nmg
|-
|}
== Code Modifications ==
{| class="wikitable"
! Mod !! Creator !! Link
|-
| Galaxy Level Engine || Super Hackio Inc. || https://github.com/SuperHackio/GalaxyLevelEngine
|-
|}
04d83400e49691c74b29cd65cfda5392c553fb8d
89
88
2022-08-15T20:25:37Z
Lord-Giganticus
4
/* Code Modifications */
wikitext
text/x-wiki
== Functionality mods ==
{| class="wikitable"
! Mod !! Creator !! Link
|-
| Super Mario Galaxy 2 multiplayer || [[User:GalaxyMaster|Galaxy Master]] || https://github.com/MasterofGalaxies/smg2-multiplayer
|-
|}
== Content mods ==
{| class="wikitable"
! Mod !! Creator !! Link
|-
| Neo Mario Galaxy || Aurum et al. || https://aurumsmods.com/nmg
|-
|}
== Code Modifications ==
{| class="wikitable"
! Mod !! Creator !! Link
|-
| Galaxy Level Engine || Super Hackio Inc. || https://github.com/SuperHackio/GalaxyLevelEngine
|-
| Project Template || Aurum et al. || https://github.com/SunakazeKun/SMG2-Project-Template
|-
|}
daeb33132593cb06793060e68b9ec32b04fac0b8
File:35th Anniversary Direct SMG Clip.mp4
6
28
74
2022-08-15T01:40:53Z
GalaxyMaster
1
The Super Mario Galaxy clip in Nintendo's Super Mario Bros. 35th Anniversary Direct video.
Source: https://www.youtube.com/watch?v=s_UcjEq2Dgk
wikitext
text/x-wiki
== Summary ==
The Super Mario Galaxy clip in Nintendo's Super Mario Bros. 35th Anniversary Direct video.
Source: https://www.youtube.com/watch?v=s_UcjEq2Dgk
e6da8d179b8aa0ad2d8946e4d71bbff6a319eed3
MediaWiki:Common.css
8
30
83
2022-08-15T03:46:16Z
Lord-Giganticus
4
add css rule for logo image
css
text/css
/* CSS placed here will be applied to all skins */
.client-js.client-darkmode .mw-wiki-logo {
filter: invert( 1 ) hue-rotate( 180deg )
}
a45cbb18c5225599f894c9629e072d4bac1d1a4b
Development Hardware
0
12
84
20
2022-08-15T04:35:50Z
MasterLuma
3
wikitext
text/x-wiki
Various development hardware was made available to 3rd Party developers and by Nintendo and used by Nintendo themselves. For the GameCube, these included units with model numbers starting with "DOT" instead of the retail "DOL". For the Wii, it is "RVT" instead of the retail "RVL". It is believed the "T" in these model numbers stands for "Tool" (Ex. DOT = Dolphin Tool (Dolphin being the GameCube development codename), RVT = Revolution Tool (Revolution being the Wii development codename)).
Since Super Mario Galaxy was being developed early in tangent to the Wii's development, there is a chance physical media exists or once existed for the game either on a GameCube NR Disc (model DOT-00?) or a GameCube NPDP Cartridge (model DOT-00?) and was thus playable on a GameCube NR Reader (model DOT-001, a greenish-teal GameCube with a special NR Disc only disc drive) or a GameCube NPDP Reader (model DOT-00?, a chunky redish GameCube with a NPDP Cartridge slot); possibly the only official instance in which the game was playable in the GameCube assembly line of hardware.
Later into the game's development, and as the Wii also neared its more final, retail form, further development and testing of the game likely took place on the main Wii development units, the NDEV (the name likely standing for "NNGC Development", further likely standing for "Nintendo Next Generation Console", with references to this name in the various Wii/Revolution SDKs, and with a model number of RVT-001, in the appearance of a black box) and with possibly dozens of digital beta/debug builds of the game built, due to the NDEV's lack of an optical disc drive; as disc images would have to be emulated through the NDEV using provided software in the Wii/Revolution SDK(s).
It is also possible the 2006 E3 Demo of the game was played on either an RVT-H Reader (model RVT-005, a red faceplate Wii with an internal Hard Drive instead of an optical disc drive) or on an RVT-R Reader (model RVT-002, a green faceplate Wii with an RVT-R Disc and NR Disc backwards compatible disc drive only) burned to an optical RVT-R Disc (model RVT-004(-01)). With the last being the more probable, as it's more economic to test showcase (or especially retail builds) on disc media, as would the consumer would do with their retail Wii.
6b9d614b85ffca9b50b6b8f6b6152e675482ff8c
85
84
2022-08-15T04:49:33Z
MasterLuma
3
wikitext
text/x-wiki
Various development hardware was made available to 3rd Party developers by Nintendo and used by Nintendo themselves. For the GameCube, these included units with model numbers starting with "DOT" instead of the retail "DOL". For the Wii, it is "RVT" instead of the retail "RVL". It is believed the "T" in these model numbers stands for "Tool" (Ex. DOT = Dolphin Tool (Dolphin being the GameCube development codename), RVT = Revolution Tool (Revolution being the Wii development codename)).
Since Super Mario Galaxy was being developed early in tangent to the Wii's development, there is a chance physical media exists or once existed for the game either on a GameCube NR Disc (model DOT-00?) or a GameCube NPDP Cartridge (model DOT-00?) and was thus playable on a GameCube NR Reader (model DOT-001, a greenish-teal GameCube with a special NR Disc only disc drive) or a GameCube NPDP Reader (model DOT-00?, a chunky redish GameCube with a NPDP Cartridge slot); possibly the only official instance in which the game was playable in the GameCube assembly line of hardware.
Later into the game's development, and as the Wii also neared its more final, retail form, further development and testing of the game likely took place on the main Wii development units, the NDEV (the name likely standing for "NNGC Development", further likely standing for "Nintendo Next Generation Console", with references to this name in the various Wii/Revolution SDKs, and with a model number of RVT-001, in the appearance of a black box) and with possibly dozens of digital beta/debug builds of the game built, due to the NDEV's lack of an optical disc drive; as disc images would have to be emulated through the NDEV using provided software in the Wii/Revolution SDK(s).
It is also possible the 2006 E3 Demo of the game was played on either an RVT-H Reader (model RVT-005, a red faceplate Wii with an internal Hard Drive instead of an optical disc drive) or on an RVT-R Reader (model RVT-002, a green faceplate Wii with an RVT-R Disc and NR Disc backwards compatible disc drive only) burned to an optical RVT-R Disc (model RVT-004(-01)). With the last being the more probable, as it's more economic to test showcase (or especially retail builds) on disc media, as would the consumer would do with their retail Wii.
In the GameCube development hardware era, developers would have used an NR Disc burner to burn the disc image(s) to the NR Disc for it to have been playable on an NR Reader GameCube. For the RVT-R Reader, developers would have used an RVT-R Writer to burn the disc image(s) to the RVT-R Disc. It is believed the RVT-R Writer is also compatible with the NR Discs, assumed by the presence of a Mini DVD area below the DVD-R bay. Although this has not been confirmed. For the NPDP Cartridges, developers would have used an NPDP GDEV unit (the main development/debugging unit for the GameCube).
52b1b70db2c12710de07e83e0419510bbabdb4dd
86
85
2022-08-15T17:53:58Z
MasterLuma
3
wikitext
text/x-wiki
Various hardware for developing and testing games/game builds was made available to 3rd Party developers by Nintendo and even presumably used by Nintendo themselves. For the GameCube, these were mostly units with model numbers starting with "DOT" instead of the retail "DOL". For the Wii, these were mostly units with model numbers starting with "RVT" instead of the retail "RVL". It is believed the "T" in these model numbers stands for "Tool" (Ex. DOT = Dolphin Tool (Dolphin being the GameCube development codename), RVT = Revolution Tool (Revolution being the Wii development codename)).
Since Super Mario Galaxy (referenced internally by Nintendo at the time as "MarioGalaxy/Super Mario Revolution") was being developed early alongside the Wii's development as well, there is a chance physical media exists or once existed for the game on either a [https://www.retroreversing.com/gamecube-development-kit-hardware/#:~:text=NPDP%20development%20options.-,NR%20Disc%20(DOT%2D003),-The%20Gamecube%20NR NR Disc] or a [https://www.retroreversing.com/gamecube-development-kit-hardware/#:~:text=a%20physical%20disc.-,NPDP%20cartridges%20(GCT%2D0300),-The%20cartridge%20consists NPDP Cartridge] and was thus playable on a [https://www.retroreversing.com/gamecube-development-kit-hardware/#:~:text=NR%2DReader%20consoles.-,NR%20Reader,-The%20Gamecube%20NR NR Reader] or a [https://www.retroreversing.com/gamecube-development-kit-hardware/#:~:text=GW/NPDP%2DSW).-,NPDP%20Reader%20Console,-Later%20on%20in NPDP Reader]; possibly the only official instance in which the game was playable in the GameCube assembly line of hardware.
Later into the game's development, and as the Wii also neared its more final, retail form, further development and testing of the game likely took place on the main Wii development units, the [https://www.retroreversing.com/nintendo-wii-development-kit/#:~:text=out%20this%20post.-,RVT%2D001%20%2D%20NDEV,-The%20NDEV%20was NDEV] (the name likely standing for "NNGC Development", further likely standing for "Nintendo Next Generation Console", with references to this name in the various Wii/Revolution SDKs) with possibly dozens of digital debug/beta builds of the game built, due to the NDEV's lack of an optical disc drive; as disc images would have to be emulated through the NDEV using provided software in the Wii/Revolution SDK(s). Given this, there are chances that those debug/beta builds of the game, or even the renowned [[E3 demo|2006 E3 Demo]] existed or still exist.
It is also possible the 2006 E3 Demo of the game was played on either a [https://www.retroreversing.com/nintendo-wii-development-kit/#:~:text=Guide%20%2D%20Redump%20Wiki-,RVT%2D005%20%2D%20RVT%2DH%20(Hard%20drive),-The%20RVT%2DH RVT-H Reader] (which would have been easier for Nintendo to set up since they could have just simply copied the needed files to the internal HDD) or on a [https://www.retroreversing.com/nintendo-wii-development-kit/#:~:text=it%3A%20NDEV%20%2D%20RGDWiki-,RVT%2D002%20%2D%20RVT%2DR%20Reader%20(Optical%20Drive),-In%20order%20for RVT-R Reader] burned to an optical [https://www.retroreversing.com/nintendo-wii-development-kit/#:~:text=the%20Wii%20used.-,RVT%2D004%20%2D%20RVT%2DR%20Single%20Layer%20Disc,-Similar%20to%20the RVT-R Disc]; with the latter being the more probable, as it's more economic to test showcase (or especially close retail builds) on disc media, as would the consumer would do with their retail Wii.
In the GameCube development hardware era, developers would have used a [https://www.retroreversing.com/gamecube-development-kit-hardware/#:~:text=NTSC)%209.-,NR%2DWriter,-The%20Gamecube%20NR NR Disc Writer] to burn a disc image to a NR Disc for it to have been playable on a NR Reader. For the RVT-R Reader, developers would have used a [https://www.retroreversing.com/nintendo-wii-development-kit/#:~:text=unit%202.-,RVT%2D003%20%2D%20RVT%2DR%20Writer,-In%20order%20to RVT-R Writer] to burn a disc image to a RVT-R Disc. It is believed the RVT-R Writer is also compatible with NR Discs, assumed by the presence of a Mini DVD sized area within the main DVD-R sized bay- although this has not been confirmed. For the NPDP Cartridges, developers would have used a [https://www.retroreversing.com/gamecube-development-kit-hardware/#:~:text=the%20NPDP%20cartridge.-,NPDP%2DSW%20(Single%20Writer),-The%20little%20brother NPDP Writer].
6579ebc66aaa39a1f4f37726246434bce8aec636
93
86
2022-08-16T03:33:44Z
MasterLuma
3
wikitext
text/x-wiki
This page will contain mostly theories about how Super Mario Galaxy specifically may have gone from development to release, given our current knowledge about the real components and processes we do know developers had used.
Various hardware for developing and testing games/game builds was made available to 3rd Party developers by Nintendo and even presumably used by Nintendo themselves. For the GameCube, these were mostly units with model numbers starting with "DOT" instead of the retail "DOL". For the Wii, these were mostly units with model numbers starting with "RVT" instead of the retail "RVL". It is believed the "T" in these model numbers stands for "Tool" (Ex. DOT = Dolphin Tool (Dolphin being the GameCube development codename), RVT = Revolution Tool (Revolution being the Wii development codename)).
Since Super Mario Galaxy (referenced internally by Nintendo at the time as "MarioGalaxy/Super Mario Revolution", to name a few) was being developed early alongside the Wii's development as well, there is a chance physical media exists or once existed for the game on either a [https://www.retroreversing.com/gamecube-development-kit-hardware/#:~:text=NPDP%20development%20options.-,NR%20Disc%20(DOT%2D003),-The%20Gamecube%20NR NR Disc] or a [https://www.retroreversing.com/gamecube-development-kit-hardware/#:~:text=a%20physical%20disc.-,NPDP%20cartridges%20(GCT%2D0300),-The%20cartridge%20consists NPDP Cartridge] and was thus playable on a [https://www.retroreversing.com/gamecube-development-kit-hardware/#:~:text=NR%2DReader%20consoles.-,NR%20Reader,-The%20Gamecube%20NR NR Reader] or a [https://www.retroreversing.com/gamecube-development-kit-hardware/#:~:text=GW/NPDP%2DSW).-,NPDP%20Reader%20Console,-Later%20on%20in NPDP Reader]; possibly the only official instance in which the game was playable in the GameCube assembly line of (development) hardware.
Later into the game's development, and as the Wii also neared its more final, retail form, further development and testing of the game likely took place on the main Wii development units, the [https://www.retroreversing.com/nintendo-wii-development-kit/#:~:text=out%20this%20post.-,RVT%2D001%20%2D%20NDEV,-The%20NDEV%20was NDEV] (the name likely standing for "NNGC Development", further likely standing for "Nintendo Next Generation Console", with references to this name in the various Wii/Revolution SDKs). With possibly dozens of digital debug/beta builds of the game built, and due to the NDEV's lack of an optical disc drive; disc images would have to be emulated on a PC Host streaming to a NDEV, with the host running the needed software provided in the Wii/Revolution SDK(s). Given this, there are chances that those digital debug/beta builds of the game, or even the renowned [[E3 demo|2006 E3 Demo]] existed or still exist, depending on how Nintendo treats their old 'classified' game files and software.
It is also possible the 2006 E3 Demo of the game was played on either a [https://www.retroreversing.com/nintendo-wii-development-kit/#:~:text=Guide%20%2D%20Redump%20Wiki-,RVT%2D005%20%2D%20RVT%2DH%20(Hard%20drive),-The%20RVT%2DH RVT-H Reader] (which would have been easier for Nintendo to set up since they could have just simply copied the needed files to the internal HDD, instead of wasting a RVT-R Disc, which this unit was great for developers testing early builds of their games on) or on a [https://www.retroreversing.com/nintendo-wii-development-kit/#:~:text=it%3A%20NDEV%20%2D%20RGDWiki-,RVT%2D002%20%2D%20RVT%2DR%20Reader%20(Optical%20Drive),-In%20order%20for RVT-R Reader] burned to an optical [https://www.retroreversing.com/nintendo-wii-development-kit/#:~:text=the%20Wii%20used.-,RVT%2D004%20%2D%20RVT%2DR%20Single%20Layer%20Disc,-Similar%20to%20the RVT-R Disc]; with the latter being the more probable, as it's more economic to test showcase (and especially close retail builds) on disc media, as would the consumer would do with their retail Wii using retail release game discs.
Given the nature of how a RVT-H Reader is able to play its games, many who have been lucky enough to find and buy one of these units online in places like [https://www.ebay.com/ Ebay], have been able to find disc images left in their Hard Drives, likely by a previous owner or developer who once worked with that unit. Many previously undumped or even completely unknown games/game builds and software have been dumped and properly preserved this way.
For writing data to the various mediums mentioned in this page, GameCube game developers would have used a [https://www.retroreversing.com/gamecube-development-kit-hardware/#:~:text=NTSC)%209.-,NR%2DWriter,-The%20Gamecube%20NR NR Disc Writer] to burn a disc image to a NR Disc for it to have been playable on a NR Reader. For a NPDP Reader, developers would have used a [https://www.retroreversing.com/gamecube-development-kit-hardware/#:~:text=the%20NPDP%20cartridge.-,NPDP%2DSW%20(Single%20Writer),-The%20little%20brother NPDP Writer] to write a disc image to a NPDP Cartridge. For a RVT-R Reader, developers would have used a [https://www.retroreversing.com/nintendo-wii-development-kit/#:~:text=unit%202.-,RVT%2D003%20%2D%20RVT%2DR%20Writer,-In%20order%20to RVT-R Writer] to burn a disc image to a RVT-R Disc. It is also believed the RVT-R Writer is compatible with NR Discs, assumed by the presence of a Mini DVD sized area within the main DVD-R sized bay. Although that has not been confirmed, given that a RVT-R Reader is backwards compatible with a NR Disc, similar to how a retail Wii (if it is the [https://wiibrew.org/wiki/RVL-001 RVL-001]/GameCube backwards compatible model) is backwards compatible with a retail GameCube disc, then this may help to prove that theory.
1be79141864b21d4dd209685a35c4e98a2e205ba
94
93
2022-08-16T03:59:45Z
MasterLuma
3
wikitext
text/x-wiki
This page will contain mostly theories about how Super Mario Galaxy specifically may have gone from development to release, given our current knowledge about the real physical and strategic components and processes we do know developers had used.
Various hardware for developing and testing games/game builds was made available to 3rd Party developers by Nintendo and also used by Nintendo themselves. For the GameCube, these were mostly units with model numbers starting with "DOT" instead of the retail "DOL". For the Wii, these were mostly units with model numbers starting with "RVT" instead of the retail "RVL". It is believed the "T" in these model numbers stands for "Tool" (Ex. DOT = Dolphin Tool (Dolphin being the GameCube development codename), RVT = Revolution Tool (Revolution being the Wii development codename)).
Since Super Mario Galaxy (referenced sometimes/internally by Nintendo at that time as "MarioGalaxy/Super Mario Revolution", to name a few) was being developed early alongside the Wii's development too, then there is a chance physical media exists or once existed for the game on either a [https://www.retroreversing.com/gamecube-development-kit-hardware/#:~:text=NPDP%20development%20options.-,NR%20Disc%20(DOT%2D003),-The%20Gamecube%20NR NR Disc] or a [https://www.retroreversing.com/gamecube-development-kit-hardware/#:~:text=a%20physical%20disc.-,NPDP%20cartridges%20(GCT%2D0300),-The%20cartridge%20consists NPDP Cartridge] and was thus playable on a [https://www.retroreversing.com/gamecube-development-kit-hardware/#:~:text=NR%2DReader%20consoles.-,NR%20Reader,-The%20Gamecube%20NR NR Reader] or a [https://www.retroreversing.com/gamecube-development-kit-hardware/#:~:text=GW/NPDP%2DSW).-,NPDP%20Reader%20Console,-Later%20on%20in NPDP Reader]; possibly the only official instance in which the game was playable in the GameCube assembly line of (development) hardware.
Later into the game's development, and as the Wii also neared its more final, retail form, further development and testing of the game likely took place on the main Wii development units, the [https://www.retroreversing.com/nintendo-wii-development-kit/#:~:text=out%20this%20post.-,RVT%2D001%20%2D%20NDEV,-The%20NDEV%20was NDEV] (the name likely standing for "NNGC Development", further likely standing for "Nintendo Next Generation Console", with references to this name in the various Wii/Revolution SDKs). With possibly dozens of digital debug/beta builds of the game built, and due to the NDEV's lack of an optical disc drive; disc images would have to be emulated on a PC Host streaming to a NDEV, with the host running the needed software provided in the Wii/Revolution SDK(s). Given this, there are chances that those digital debug/beta builds of the game, or even the renowned [[E3 demo|2006 E3 Demo]] existed or still exist, depending on how Nintendo treats their old 'classified' game files and software.
It is also possible the 2006 E3 Demo of the game was played on a [https://www.retroreversing.com/nintendo-wii-development-kit/#:~:text=Guide%20%2D%20Redump%20Wiki-,RVT%2D005%20%2D%20RVT%2DH%20(Hard%20drive),-The%20RVT%2DH RVT-H Reader] (which would have been easier for Nintendo to set up since they could have just simply copied the needed files to the internal HDD, instead of wasting a RVT-R Disc, which this unit was great for developers testing early builds of their games on) or on a [https://www.retroreversing.com/nintendo-wii-development-kit/#:~:text=it%3A%20NDEV%20%2D%20RGDWiki-,RVT%2D002%20%2D%20RVT%2DR%20Reader%20(Optical%20Drive),-In%20order%20for RVT-R Reader] burned to an optical [https://www.retroreversing.com/nintendo-wii-development-kit/#:~:text=the%20Wii%20used.-,RVT%2D004%20%2D%20RVT%2DR%20Single%20Layer%20Disc,-Similar%20to%20the RVT-R Disc]; with the latter being the more probable, as it's more economic to test showcase (and especially close retail builds) on disc media, as would the consumer would do with their retail Wii using retail release Wii game discs.
Given the nature of how a RVT-H Reader is able to play its games, many who have been lucky enough to find and buy one of these units online in places like [https://www.ebay.com/ Ebay], have been able to find disc images left in their Hard Drives, likely by a previous owner or developer who once worked with that unit and maybe forgot to remove any digital content on it. Many previously undumped or even completely unknown games/game builds and software have been dumped from these units and properly preserved this way.
For writing data to the various mediums mentioned in this page, GameCube game developers would have used a [https://www.retroreversing.com/gamecube-development-kit-hardware/#:~:text=NTSC)%209.-,NR%2DWriter,-The%20Gamecube%20NR NR Disc Writer] to burn a disc image to a NR Disc for it to have been playable on a NR Reader. For a NPDP Reader, developers would have used a [https://www.retroreversing.com/gamecube-development-kit-hardware/#:~:text=the%20NPDP%20cartridge.-,NPDP%2DSW%20(Single%20Writer),-The%20little%20brother NPDP Writer] to write a disc image to a NPDP Cartridge. For a RVT-R Reader, developers would have used a [https://www.retroreversing.com/nintendo-wii-development-kit/#:~:text=unit%202.-,RVT%2D003%20%2D%20RVT%2DR%20Writer,-In%20order%20to RVT-R Writer] to burn a disc image to a RVT-R Disc. It is also believed the RVT-R Writer is compatible with NR Discs, assumed by the presence of a Mini DVD sized area within the main DVD-R sized bay. Although that has not been confirmed, given that a RVT-R Reader is backwards compatible with a NR Disc, similar to how a retail Wii (if it is the [https://wiibrew.org/wiki/RVL-001 RVL-001]/GameCube backwards compatible model) is backwards compatible with a retail GameCube disc, then this may help to prove that theory.
9d55e8ae2e8adcfef47482074c48f29ed850e675
99
94
2022-08-16T16:19:59Z
MasterLuma
3
wikitext
text/x-wiki
This page will contain mostly theories about how Super Mario Galaxy specifically may have gone from development to release, given our current knowledge about the real physical and strategic components and processes we do know developers had used.
Various hardware for developing and testing games/game builds was made available to 3rd Party developers by Nintendo and also used by Nintendo themselves. For the GameCube, these were mostly units with model numbers starting with "DOT" instead of the retail "DOL". For the Wii, these were mostly units with model numbers starting with "RVT" instead of the retail "RVL". It is believed the "T" in these model numbers stands for "Tool" (Ex. DOT = Dolphin Tool (Dolphin being the GameCube development codename), RVT = Revolution Tool (Revolution being the Wii development codename)).
Since Super Mario Galaxy (referenced sometimes/internally by Nintendo at that time as "MarioGalaxy/Super Mario Revolution", to name a few) was being developed early alongside the Wii's development too, then there is a chance physical media exists or once existed for the game on either a [https://www.retroreversing.com/gamecube-development-kit-hardware/#:~:text=NPDP%20development%20options.-,NR%20Disc%20(DOT%2D003),-The%20Gamecube%20NR NR Disc] or a [https://www.retroreversing.com/gamecube-development-kit-hardware/#:~:text=a%20physical%20disc.-,NPDP%20cartridges%20(GCT%2D0300),-The%20cartridge%20consists NPDP Cartridge] and was thus playable on a [https://www.retroreversing.com/gamecube-development-kit-hardware/#:~:text=NR%2DReader%20consoles.-,NR%20Reader,-The%20Gamecube%20NR NR Reader] or a [https://www.retroreversing.com/gamecube-development-kit-hardware/#:~:text=GW/NPDP%2DSW).-,NPDP%20Reader%20Console,-Later%20on%20in NPDP Reader]; possibly the only official instance in which the game was playable in the GameCube assembly line of (development) hardware.
Later into the game's development, and as the Wii also neared its more final, retail form, further development and testing of the game likely took place on the main Wii development units, the [https://www.retroreversing.com/nintendo-wii-development-kit/#:~:text=out%20this%20post.-,RVT%2D001%20%2D%20NDEV,-The%20NDEV%20was NDEV] (the name likely standing for "NNGC Development", further likely standing for "Nintendo Next Generation Console", with references to this name in the various Wii/Revolution SDKs). With possibly dozens of digital debug/beta builds of the game built, and due to the NDEV's lack of an optical disc drive; disc images would have to be emulated on a PC Host streaming to a NDEV, with the host running the needed software provided in the Wii/Revolution SDK(s). Given this, there are chances that those digital debug/beta builds of the game, or even the renowned [[E3 demo|2006 E3 Demo]] existed or still exist, depending on how Nintendo treats their old 'classified' game files and software.
It is also possible the 2006 E3 Demo of the game was played on a [https://www.retroreversing.com/nintendo-wii-development-kit/#:~:text=Guide%20%2D%20Redump%20Wiki-,RVT%2D005%20%2D%20RVT%2DH%20(Hard%20drive),-The%20RVT%2DH RVT-H Reader] (which would have been easier for Nintendo to set up since they could have just simply copied the needed files to the internal HDD, instead of wasting a RVT-R Disc, which this unit was great for developers testing early builds of their games on) or on a [https://www.retroreversing.com/nintendo-wii-development-kit/#:~:text=it%3A%20NDEV%20%2D%20RGDWiki-,RVT%2D002%20%2D%20RVT%2DR%20Reader%20(Optical%20Drive),-In%20order%20for RVT-R Reader] burned to an optical [https://www.retroreversing.com/nintendo-wii-development-kit/#:~:text=the%20Wii%20used.-,RVT%2D004%20%2D%20RVT%2DR%20Single%20Layer%20Disc,-Similar%20to%20the RVT-R Disc]; with the latter being the more probable, as it's more economic to test showcase (and especially close retail builds) on disc media, as would the consumer would do with their retail Wii using retail release Wii game discs.
Given the nature of how a RVT-H Reader is able to play its games, many who have been lucky enough to find and buy one of these units online in places like [https://www.ebay.com/ Ebay], have been able to find disc images left in their Hard Drives, likely by a previous owner or developer who once worked with that unit and maybe forgot to remove any digital content on it. Many previously undumped or even completely unknown games/game builds and software have been dumped from these units and properly preserved this way.
For writing data to the various mediums mentioned in this page, GameCube game developers would have used a [https://www.retroreversing.com/gamecube-development-kit-hardware/#:~:text=NTSC)%209.-,NR%2DWriter,-The%20Gamecube%20NR NR Disc Writer] to burn a disc image to a NR Disc for it to have been playable on a NR Reader. For a NPDP Reader, developers would have used a [https://www.retroreversing.com/gamecube-development-kit-hardware/#:~:text=the%20NPDP%20cartridge.-,NPDP%2DSW%20(Single%20Writer),-The%20little%20brother NPDP Writer] to write a disc image to a NPDP Cartridge. For a RVT-R Reader, developers would have used a [https://www.retroreversing.com/nintendo-wii-development-kit/#:~:text=unit%202.-,RVT%2D003%20%2D%20RVT%2DR%20Writer,-In%20order%20to RVT-R Writer] to burn a disc image to a RVT-R Disc. It is also believed the RVT-R Writer is compatible with NR Discs, assumed by the presence of a Mini DVD sized area within the main DVD-R sized bay. Although that has not been confirmed, given that a RVT-R Reader is backwards compatible with a NR Disc, similar to how a retail Wii (if it is the [https://wiibrew.org/wiki/RVL-001 RVL-001]/GameCube backwards compatible model) is backwards compatible with a retail GameCube disc, then this may help to prove that theory.
Once a game build is ready to be tested for retail release, a developer would write/burn a copy of that game disc image to a NR Disc or RVT-R Disc to then be handed over to their playtesters/debuggers. If they were happy with a build they played through and tested, a developer would then send that game build in to Nintendo for lotcheck, a process where Nintendo, given their tools and software, would further test the game build for issues like code vulnerabilities, bugs, ensuring proper formatting, etc., before it is ready to be handed over to their disc pressing factories where it is finally pressed to become a retail GameCube or Wii disc.
01fd70f944d8db6ff4554baca625b511600f2d0f
Build process
0
31
90
2022-08-16T01:57:31Z
GalaxyMaster
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create page
wikitext
text/x-wiki
The article describes the theories regarding the process whereby Super Mario Galaxy and Super Mario Galaxy 2 are compiled into a final filesystem and executable from their source C++ and assets.
611e855530f74ed7744e01d3881e329f29848ceb
File:Main Page picture.jpg
6
32
91
2022-08-16T02:14:34Z
GalaxyMaster
1
wikitext
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da39a3ee5e6b4b0d3255bfef95601890afd80709
Main Page
0
1
92
47
2022-08-16T02:17:56Z
GalaxyMaster
1
wikitext
text/x-wiki
Welcome to the '''''Super Mario Galaxy'' Wiki'''! This wiki is dedicated to '''''Super Mario Galaxy''''' and '''''Super Mario Galaxy 2''''' (collectively '''''the'' Super Mario Galaxy ''games''''', as used throughout the wiki). This wiki covers anything and everything about the games, ranging from playing strategies and mods to glitches and little known stories about the games' development.
Enjoy your time here reading and learning about the two best games in the Galaxy!
[[Special:AllPages|List of pages]]
[[File:Main Page picture.jpg|center]]
115a6a28da7359a68e49b7592496f68ebe93f9ee
95
92
2022-08-16T04:09:56Z
MasterLuma
3
wikitext
text/x-wiki
Welcome to the '''''Mario Galaxy'' Wiki'''! This Wiki is dedicated to '''''Super Mario Galaxy''''' and '''''Super Mario Galaxy 2''''' (collectively '''''the'' Super Mario Galaxy ''games''''', as used throughout the Wiki). This Wiki covers anything and everything about these games; ranging from playing strategies and mods, to glitches, to little known stories about the games' development, and the bits and bytes that make these games the true marvels that they are
Enjoy your time here reading and learning about the two best games in the Galaxy!
[[Special:AllPages|List of pages]]
[[File:Main Page picture.jpg|center]]
2ea419b6c00df7404dd65652a8d3413ea583db60
100
95
2022-08-17T02:50:43Z
GalaxyMaster
1
fix punctuation
wikitext
text/x-wiki
Welcome to the '''''Mario Galaxy'' Wiki'''! This Wiki is dedicated to '''''Super Mario Galaxy''''' and '''''Super Mario Galaxy 2''''' (collectively '''''the'' Super Mario Galaxy ''games''''', as used throughout the Wiki). This Wiki covers anything and everything about these games, ranging from playing strategies and mods, to glitches, to little known stories about the games' development, and the bits and bytes that make these games the true marvels that they are.
Enjoy your time here reading and learning about the two best games in the Galaxy!
[[Special:AllPages|List of pages]]
[[File:Main Page picture.jpg|center]]
346e6cdc0d8acac1809426e9565b2d0edd91e399
User:MasterLuma
2
2
96
3
2022-08-16T04:29:21Z
MasterLuma
3
wikitext
text/x-wiki
Super Mario Galaxy and Wii modding enthusiast.
Proud owner of a Complete-In-Box RVT-R Reader Wii Development Unit with a Nintendo-issued RVT-R "Ver.2" Wii Menu Install Disc, various retail Wii Repair Discs, and a 'non-original' USB Gecko.
wen moding, alwayz praktis safe hex!
8b679b68b4c2b2973a610ba301df590149ab44d6
97
96
2022-08-16T04:30:20Z
MasterLuma
3
wikitext
text/x-wiki
Super Mario Galaxy and Wii modding enthusiast.
Proud owner of a Complete-In-Box RVT-R Reader Wii Development Unit with a Nintendo-issued RVT-R "Ver.2" Wii Menu Install Disc, various retail Wii Repair Discs, and a 'non-original' USB Gecko.
wen moding, alwayz praktis safe hex!
fc7de99ab28be8ddda258414e3f969e7b91fc018
98
97
2022-08-16T04:34:14Z
MasterLuma
3
wikitext
text/x-wiki
Super Mario Galaxy and Wii modding enthusiast.
Proud owner of a Complete-In-Box RVT-R Reader Wii Development Unit with a Nintendo-issued RVT-R "Ver.2" Wii Menu Install Disc, various retail Wii Repair Discs, and a 'non-original' USB Gecko.
wen moding, alwayz praktis [https://marcan.st/2011/01/safe-hacking/ safe hex]!
c7651defa0b1357afe71d10d15d76cecf6ae8789
Infinite flutter jump glitch
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33
104
2022-08-17T22:55:40Z
GalaxyMaster
1
create page
wikitext
text/x-wiki
'''Infinite flutter jump''' is a glitch in Super Mario Galaxy 2. Yoshi's flutter jump is supposed to be limited to small distances, but the player can flutter infinitely by crouching between flutters. This allows for reaching any location in a stage with Yoshi without mods.
4374982b64dd769eceadc01ffa5516c8da993eff
Super Mario 3D All-Stars
0
34
105
2022-08-17T23:36:14Z
GalaxyMaster
1
create page
wikitext
text/x-wiki
'''''Super Mario 3D All-Stars''''' is a collection of three 3D Mario games for the Nintendo Switch. These games are Super Mario 64, Super Mario Sunshine, and, most significantly, Super Mario Galaxy 1.
== Super Mario Galaxy port ==
The older two games in Super Mario 3D All-Stars are fully emulated. Super Mario Galaxy relies on emulated graphics and sound; however, its code has been compiled natively and is linked directly with ''hagi'', the emulator used for it and Super Mario Sunshine.
hagi/the Super Mario Galaxy Switch build use the cross-platform Vulkan 3D graphics API, rather than Nintendo's custom Switch specific graphics API used for most Switch games.
=== Files ===
Super Mario Galaxy's binary files are little endian, as opposed to big endian in every previously released build. This allows for the Switch to process them natively, as its CPU is little endian. This has demonstrated to be an inconvenience to modders as few of their tools support little endian files. However, the little endian files can be compared to the big endian files of the Wii releases to determine the size of every datum within them.
== Development ==
Super Mario 3D All-Stars was developed by Nintendo EPD Production Group No. 8 and Nintendo European Research & Development (NERD). Nintendo EPD Production Group No. 8, under its former name of Nintendo EAD Tokyo, is the original developer of the two Super Mario Galaxy games.
One theory regarding the development of Super Mario 3D All-Stars posits that NERD developed the ports/emulator bundles of the games for a Windows or Linux system, then gave their work to Nintendo EPD who ported it to the Switch. This would explain the use of Vulkan rather than Nintendo's custom Switch specific graphics API, and the presence of a keyboard controller mapping file in the release.
=== Credits ===
Only one individual, Kenta Motokura, is officially credited for the development of Super Mario 3D All-Stars. Motokura is credited as producer. At the time of Super Mario 3D All-Stars' release, Motokura was an assistant manager at EPD Production Group No. 8 and the main director of the 3D Mario series. Motokura was involved with the original development of both Super Mario Galaxy games, and his name can be seen in several empty directories in Super Mario Galaxy 2's StageData.
d17aea8207d00f43f75f06ca870a105eac4d0e80
106
105
2022-08-17T23:40:32Z
GalaxyMaster
1
wikitext
text/x-wiki
'''''Super Mario 3D All-Stars''''' is a collection of three 3D Mario games for the Nintendo Switch. These games are Super Mario 64, Super Mario Sunshine, and, most significantly, Super Mario Galaxy 1.
== Super Mario Galaxy port ==
The older two games in Super Mario 3D All-Stars are fully emulated. Super Mario Galaxy relies on emulated graphics and sound; however, its code has been compiled natively and is linked directly with ''hagi'', the emulator used for it and Super Mario Sunshine. Despite them both targeting the same Tegra X1 SoC, there is no relation between hagi/the Super Mario Galaxy Switch port and lingcod, the GameCube and Wii emulator developed by Nvidia and bundled with their releases of various Chinese localized Wii games for the Nvidia Shield.
hagi/the Super Mario Galaxy Switch build use the cross-platform Vulkan 3D graphics API, rather than Nintendo's custom Switch specific graphics API used for most Switch games.
=== Files ===
Super Mario Galaxy's binary files are little endian, as opposed to big endian in every previously released build. This allows for the Switch to process them natively, as its CPU is little endian. This has demonstrated to be an inconvenience to modders as few of their tools support little endian files. However, the little endian files can be compared to the big endian files of the Wii releases to determine the size of every datum within them.
== Development ==
Super Mario 3D All-Stars was developed by Nintendo EPD Production Group No. 8 and Nintendo European Research & Development (NERD). Nintendo EPD Production Group No. 8, under its former name of Nintendo EAD Tokyo, is the original developer of the two Super Mario Galaxy games.
One theory regarding the development of Super Mario 3D All-Stars posits that NERD developed the ports/emulator bundles of the games for a Windows or Linux system, then gave their work to Nintendo EPD who ported it to the Switch. This would explain the use of Vulkan rather than Nintendo's custom Switch specific graphics API, and the presence of a keyboard controller mapping file in the release.
=== Credits ===
Only one individual, Kenta Motokura, is officially credited for the development of Super Mario 3D All-Stars. Motokura is credited as producer. At the time of Super Mario 3D All-Stars' release, Motokura was an assistant manager at EPD Production Group No. 8 and the main director of the 3D Mario series. Motokura was involved with the original development of both Super Mario Galaxy games, and his name can be seen in several empty directories in Super Mario Galaxy 2's StageData.
a10e402ae6df945c040d6b39dc26b539404f6c73
111
106
2022-08-18T19:52:07Z
GalaxyMaster
1
/* Super Mario Galaxy port */
wikitext
text/x-wiki
'''''Super Mario 3D All-Stars''''' is a collection of three 3D Mario games for the Nintendo Switch. These games are Super Mario 64, Super Mario Sunshine, and, most significantly, Super Mario Galaxy 1.
== Super Mario Galaxy port ==
The older two games in Super Mario 3D All-Stars are fully emulated. Super Mario Galaxy relies on emulated graphics and sound; however, its code has been compiled natively and is linked directly with ''hagi'', the GameCube and Wii emulator used for it and Super Mario Sunshine. Despite them both emulating the same consoles and targeting the same Tegra X1 SoC, there is no relation between hagi/the Super Mario Galaxy Switch port and lingcod, the GameCube and Wii emulator developed by Nvidia and bundled with their releases of various Chinese localized Wii games for the Nvidia Shield.
hagi/the Super Mario Galaxy Switch build use the cross-platform Vulkan 3D graphics API, rather than Nintendo's custom Switch specific graphics API used for most Switch games.
=== Files ===
Super Mario Galaxy's binary files are little endian, as opposed to big endian in every previously released build. This allows for the Switch to process them natively, as its CPU is little endian. This has demonstrated to be an inconvenience to modders as few of their tools support little endian files. However, the little endian files can be compared to the big endian files of the Wii releases to determine the size of every datum within them.
== Development ==
Super Mario 3D All-Stars was developed by Nintendo EPD Production Group No. 8 and Nintendo European Research & Development (NERD). Nintendo EPD Production Group No. 8, under its former name of Nintendo EAD Tokyo, is the original developer of the two Super Mario Galaxy games.
One theory regarding the development of Super Mario 3D All-Stars posits that NERD developed the ports/emulator bundles of the games for a Windows or Linux system, then gave their work to Nintendo EPD who ported it to the Switch. This would explain the use of Vulkan rather than Nintendo's custom Switch specific graphics API, and the presence of a keyboard controller mapping file in the release.
=== Credits ===
Only one individual, Kenta Motokura, is officially credited for the development of Super Mario 3D All-Stars. Motokura is credited as producer. At the time of Super Mario 3D All-Stars' release, Motokura was an assistant manager at EPD Production Group No. 8 and the main director of the 3D Mario series. Motokura was involved with the original development of both Super Mario Galaxy games, and his name can be seen in several empty directories in Super Mario Galaxy 2's StageData.
acb6f47ad2dd22cdb0f6f36e7d5002defa31c578
114
111
2022-08-18T20:04:10Z
GalaxyMaster
1
/* Development */
wikitext
text/x-wiki
'''''Super Mario 3D All-Stars''''' is a collection of three 3D Mario games for the Nintendo Switch. These games are Super Mario 64, Super Mario Sunshine, and, most significantly, Super Mario Galaxy 1.
== Super Mario Galaxy port ==
The older two games in Super Mario 3D All-Stars are fully emulated. Super Mario Galaxy relies on emulated graphics and sound; however, its code has been compiled natively and is linked directly with ''hagi'', the GameCube and Wii emulator used for it and Super Mario Sunshine. Despite them both emulating the same consoles and targeting the same Tegra X1 SoC, there is no relation between hagi/the Super Mario Galaxy Switch port and lingcod, the GameCube and Wii emulator developed by Nvidia and bundled with their releases of various Chinese localized Wii games for the Nvidia Shield.
hagi/the Super Mario Galaxy Switch build use the cross-platform Vulkan 3D graphics API, rather than Nintendo's custom Switch specific graphics API used for most Switch games.
=== Files ===
Super Mario Galaxy's binary files are little endian, as opposed to big endian in every previously released build. This allows for the Switch to process them natively, as its CPU is little endian. This has demonstrated to be an inconvenience to modders as few of their tools support little endian files. However, the little endian files can be compared to the big endian files of the Wii releases to determine the size of every datum within them.
== Development ==
Super Mario 3D All-Stars was developed by Nintendo EPD Production Group No. 8 and Nintendo European Research & Development (NERD). Nintendo EPD Production Group No. 8, under its former name of [[Nintendo EAD Tokyo]], is the original developer of the two Super Mario Galaxy games.
One theory regarding the development of Super Mario 3D All-Stars posits that NERD developed the ports/emulator bundles of the games for a Windows or Linux system, then gave their work to Nintendo EPD who ported it to the Switch. This would explain the use of Vulkan rather than Nintendo's custom Switch specific graphics API, and the presence of a keyboard controller mapping file in the release.
=== Credits ===
Only one individual, Kenta Motokura, is officially credited for the development of Super Mario 3D All-Stars. Motokura is credited as producer. At the time of Super Mario 3D All-Stars' release, Motokura was an assistant manager at EPD Production Group No. 8 and the main director of the 3D Mario series. Motokura was involved with the original development of both Super Mario Galaxy games, and his name can be seen in several empty directories in Super Mario Galaxy 2's StageData.
4f3482416d66f4937e59bafe91a822b9f84f0312
136
114
2022-08-19T02:00:00Z
GalaxyMaster
1
/* Super Mario Galaxy port */
wikitext
text/x-wiki
'''''Super Mario 3D All-Stars''''' is a collection of three 3D Mario games for the Nintendo Switch. These games are Super Mario 64, Super Mario Sunshine, and, most significantly, Super Mario Galaxy 1.
== Super Mario Galaxy port ==
The older two games in Super Mario 3D All-Stars are fully emulated. Super Mario Galaxy relies on emulated graphics and sound; however, its code has been compiled natively and is linked directly with ''hagi'', the GameCube and Wii emulator used for it and Super Mario Sunshine. Despite them both emulating the same consoles and targeting the same Tegra X1 SoC, there is no relation between hagi/the Super Mario Galaxy Switch port and lingcod, the GameCube and Wii emulator developed by Nvidia and bundled with their releases of various Chinese localized Wii games for the Nvidia Shield.
hagi/the Super Mario Galaxy Switch build use the cross-platform Vulkan 3D graphics API, rather than Nintendo's custom Switch specific graphics API used for most Switch games.
=== Files ===
Super Mario Galaxy's binary files are little endian, as opposed to big endian in every previously released build. This allows for the Switch to process them natively, as its CPU is little endian. This has demonstrated to be an inconvenience to modders as few of their tools support little endian files. However, the little endian files can be compared to the big endian files of the Wii releases to determine the size of every datum within them.
=== Unused content ===
To save space, most of the game's [[unused content]] was removed. It's possible that a tool was developed to search for which objects do not exist in any stages, or it's possible that an existing reference like ''The Cutting Room Floor'' was used.
== Development ==
Super Mario 3D All-Stars was developed by Nintendo EPD Production Group No. 8 and Nintendo European Research & Development (NERD). Nintendo EPD Production Group No. 8, under its former name of [[Nintendo EAD Tokyo]], is the original developer of the two Super Mario Galaxy games.
One theory regarding the development of Super Mario 3D All-Stars posits that NERD developed the ports/emulator bundles of the games for a Windows or Linux system, then gave their work to Nintendo EPD who ported it to the Switch. This would explain the use of Vulkan rather than Nintendo's custom Switch specific graphics API, and the presence of a keyboard controller mapping file in the release.
=== Credits ===
Only one individual, Kenta Motokura, is officially credited for the development of Super Mario 3D All-Stars. Motokura is credited as producer. At the time of Super Mario 3D All-Stars' release, Motokura was an assistant manager at EPD Production Group No. 8 and the main director of the 3D Mario series. Motokura was involved with the original development of both Super Mario Galaxy games, and his name can be seen in several empty directories in Super Mario Galaxy 2's StageData.
68e0b07477690a8208ea73b1462a0ece3b91d785
Resarc
0
35
107
2022-08-18T09:31:05Z
GalaxyMaster
1
create page
wikitext
text/x-wiki
'''Resarc''' is Nintendo's internal [[RARC]] archiver.
The existence of an internal tool for managing RARCs is a basic assumption, but the name is known from /ObjectData/DemoMario.arc/demomario/demomario.xnim:
<pre>
<?xml version="1.0" encoding="Shift_JIS" ?>
<nim>
<head>
<create user="hayakat" host="" date="2006-01-11T18:52:56" source="Resource\dvdroot\ObjectData\DemoMario.arc" />
<title>DemoMario.xnim</title>
<comment>インデックスとリソースファイルのパス名との対応情報</comment>
<generator name="Resarc" version="1.5.3" />
</head>
<body>
<group name="demomario">
<name id="0">demomario/demomario.bmd</name>
<name id="1">demomario/wait.bck</name>
<name id="2">demomario/walk.bck</name>
</group>
</body>
</nim>
</pre>
The Japanese comment translates to "Correspondence information with index and resource file's path name". ''hayakat'' is Takeshi Hayakawa, the game's lead programmer.
b9d51ad1b61ccff3eee2694d09006c5298686e71
109
107
2022-08-18T18:45:00Z
GalaxyMaster
1
wikitext
text/x-wiki
'''Resarc''' is Nintendo's internal [[RARC]] archiver.
The existence of an internal tool for managing RARCs is a basic assumption, but the name is known from /ObjectData/DemoMario.arc/demomario/demomario.xnim:
<pre>
<?xml version="1.0" encoding="Shift_JIS" ?>
<nim>
<head>
<create user="hayakat" host="" date="2006-01-11T18:52:56" source="Resource\dvdroot\ObjectData\DemoMario.arc" />
<title>DemoMario.xnim</title>
<comment>インデックスとリソースファイルのパス名との対応情報</comment>
<generator name="Resarc" version="1.5.3" />
</head>
<body>
<group name="demomario">
<name id="0">demomario/demomario.bmd</name>
<name id="1">demomario/wait.bck</name>
<name id="2">demomario/walk.bck</name>
</group>
</body>
</nim>
</pre>
The Japanese comment translates to "Correspondence information with index and resource file's path name". ''hayakat'' is [[Takeshi Hayakawa]], the game's lead programmer.
4da917c4d48486190e4631f7035ab78dfa02e567
139
109
2022-08-19T02:13:25Z
GalaxyMaster
1
wikitext
text/x-wiki
'''Resarc''' is Nintendo's internal [[RARC]] archiver.
The existence of an internal tool for managing RARC archives is a basic assumption, but the name is known from /ObjectData/DemoMario.arc/demomario/demomario.xnim:
<pre>
<?xml version="1.0" encoding="Shift_JIS" ?>
<nim>
<head>
<create user="hayakat" host="" date="2006-01-11T18:52:56" source="Resource\dvdroot\ObjectData\DemoMario.arc" />
<title>DemoMario.xnim</title>
<comment>インデックスとリソースファイルのパス名との対応情報</comment>
<generator name="Resarc" version="1.5.3" />
</head>
<body>
<group name="demomario">
<name id="0">demomario/demomario.bmd</name>
<name id="1">demomario/wait.bck</name>
<name id="2">demomario/walk.bck</name>
</group>
</body>
</nim>
</pre>
The Japanese comment translates to "Correspondence information with index and resource file's path name". ''hayakat'' is [[Takeshi Hayakawa]], the game's lead programmer.
d3b9c351b4c9ce1e3e5cf8d3c3dbad00ca09781a
Northport
0
36
108
2022-08-18T09:36:48Z
GalaxyMaster
1
create page
wikitext
text/x-wiki
{{WIP}}
'''Northport''' was Nvidia's project to release GameCube and Wii games in China for the Nvidia Shield, with Super Mario Galaxy 1 being one of these games. It was unprecedented as the first time in Nintendo's history that they allowed their games to be sold for another company's platform, likely due to Nvidia supplying the Tegra X1 SoC in the Nintendo Switch.
== History ==
Northport started in May 2016. It was then that Nvidia gave Nintendo the games' source code and that lingcod development started. The public first became aware of Northport in any capacity in January 2017, when the Chinese government announced that "New Super Mario Bros" (actually referring to New Super Mario Bros. Wii, not the Nintendo DS game of that name) had been approved for sale in the country. It was officially announced in December 2017 alongside the release of New Super Mario Bros. Wii for the Shield.
== Games ==
At any point during its development, Northport planned to release at least the following titles for the Shield.
* Cooking Mama
* Donkey Kong Country Returns
* Mario Kart Wii (canceled later; public demo presented before cancellation)
* New Super Mario Bros. Wii
* Punch-Out!!
* Super Mario Galaxy
* Super Mario Sunshine (canceled early on)
* The Legend of Zelda: Twilight Princess
== Super Mario Galaxy release ==
Super Mario Galaxy was released for the Shield in March 2018. The Super Mario Galaxy build released for the Shield was compiled from the same updated source tree as the Korean Wii version. This tree was updated to use the latest RVL SDK at the time of the Korean version's 2008 release. This is why the copyright date is 2007 - 2008. It is also believed that the Chinese localization was not created by Nvidia, but rather by Nintendo for an intended release on the Chinese iQue Wii. The iQue Wii was ultimately canceled, so this of course never happened.
Supporting this theory:
* Nvidia did not credit any localizers or translators in their credits list.
* The Chinese government requires video games to display ISBN numbers on launch. The code for this, IsbnManager.cpp, is in the Korean Wii release as well as the Shield release.
* The Korean Wii release's code references a directory named CnSimpChinese in LocalizeData.
=== New files ===
The Shield release contains several new files, such as nintendoLogo.arc, the Nintendo logo image that is displayed on launch. Notably, these files break the capitalization convention used by the games' other files, and are not [[Yaz0]] compressed as are other files in the same directory.
The existence of these new files indicates that in addition to the source code of Super Mario Galaxy itself, Nintendo also supplied Nvidia with several development tools, at least including [[Resarc]] and the [[BRLYT]] and [[TPL]] creators.
=== Credits ===
==== Shield Dev Team ====
==== Engineering Team ====
* Aayush Prakash
* Anthony Pesch
* Chris Dannemiller
* Chris Spyropoulos
* Denis Barkar
* Eric Cameracci
* Eric van Beurden
* Ian Bullard
* Jihui Shentu
* Jim McArthur
* John Ratcliff
* Jonathan Lim
* Ryan Houdek
* Stefanos Piiditis
* Terry Caton
==== Additional Engineering ====
* Jeffrey Qiu
* Johnny Costello
* Lindsay Moore
* Nima Nikfetrat
* Roggie Zhang
* Ryan Prescott
* Sujit Tupe
* Willy Lau
==== Engineering Support ====
* Jim McCaffrey
* Paul Hodgson
* Seth Williams
* Robert Stepinski
==== Quality Assurance ====
* Adam Chamberlain
* Benjamin Feuerstein
* Felipe Alves
* Jason Lee
* Joel Sansait
* Joseph Astillero
* Shaad Boochoon
* Trevor Holm
* Whitney Kitchur
==== Project Management ====
* Blair Yakimovich
* Dane Johnston
* Gavriel State
* John Han
* Nan Li
* Ryan Elam
==== Nvidia Management ====
* Ali Kani
* Bill Bean
* David Sullins
* Fredrik Liljegren
* Kashi Anoosheh
* Mike Pepe
* Rev Lebaredian
* Stephanie Johnson
* Sunny Thakkar
* Teresa Jones
* Tim Bender
* Tony Tamasi
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wikitext
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{{WIP}}
'''Northport'''<ref>com.nvidia.nintendo.smg/smg_assets.pak/ini/{smg/smg.ini,game_specific_asset_locations.ini}</ref><ref>https://www.linkedin.com/in/willy-lau-318a3380/</ref><ref>Documents.7z/Documents/セキュリティチーム運営/プロジェクト/NorthPort/</ref> was Nvidia's project to release GameCube and Wii games in China for the Nvidia Shield, with Super Mario Galaxy 1 being one of these games. It was unprecedented as the first time in Nintendo's history that they allowed their games to be sold for another company's platform, likely due to Nvidia supplying the Tegra X1 SoC in the Nintendo Switch. Northport games run on lingcod, a GameCube and Wii emulator developed by Nvidia and presumably optimized for the Shield.
== History and development ==
The earliest evidence of Northport is dated March 8, 2016, from the Nintendo leak archive Documents.7z/Documents/セキュリティチーム運営/プロジェクト/NorthPort/. The build date in the released Northport build of New Super Mario Bros. Wii is May 3, 2016. It was presumably around this time that Nvidia gave Nintendo the games' source code and that lingcod development started. Most evidence points to Northport having been developed by Nvidia, specifically their GameWorks division.<ref>https://www.linkedin.com/in/rob-stepinski-27a3b256/</ref> However, the documents in Documents.7z/Documents/セキュリティチーム運営/プロジェクト/NorthPort/ show some involvement by Nintendo, specifically regarding anti-piracy and anti-cheating.
The public first became aware of Northport in any capacity in January 2017, when the Chinese government announced that "New Super Mario Bros" (actually referring to New Super Mario Bros. Wii, not the Nintendo DS game of that name) had been approved for sale in the country. It was officially announced in December 2017 alongside the release of three of the five games for the Shield.
== Games ==
At any point during its development, Northport planned to release at least the following titles for the Shield.
* Cooking Mama (canceled; listed in game_specific_asset_locations.ini)
* Donkey Kong Country Returns (released July 4, 2019)
* Mario Kart Wii (canceled later; listed in game_specific_asset_locations.ini; public demo presented before cancellation)
* New Super Mario Bros. Wii (released December 5, 2017)
* Punch-Out!! (released December 5, 2017)
* Super Mario Galaxy (released March 22, 2018)
* Super Mario Sunshine (canceled early on; not listed in game_specific_asset_locations.ini)
* The Legend of Zelda: Twilight Princess (released December 5, 2017)
== Super Mario Galaxy release ==
Super Mario Galaxy was released for the Shield in March 2018. The Super Mario Galaxy build released for the Shield was compiled from the same updated source tree as the Korean Wii version. This tree was updated to use the latest RVL SDK at the time of the Korean version's 2008 release. This is why the copyright date is 2007 - 2008. It is also believed that the Chinese localization was not created by Nvidia, but rather by Nintendo for an intended release on the Chinese iQue Wii. The iQue Wii was ultimately canceled, so this of course never happened.
Supporting this theory:
* Nvidia did not credit any localizers or translators in their credits list.
* The Chinese government requires video games to display ISBN numbers on launch. The code for this, IsbnManager.cpp, is in the Korean Wii release as well as the Shield release.
* The Korean Wii release's code references a directory named CnSimpChinese in LocalizeData.
=== New files ===
The Shield build contains several new files from the time of the game's development that are not present in the earlier Wii releases, nor the later [[Super Mario 3D All-Stars]] release. These include the contents of AllTargetAddressMap, and the file Debug.arc in every LocalizeData directory. This is because [[EAD]] had to manually remove these files upon releasing a new build, and Nvidia was not aware of this.
=== Nvidia's files ===
The Shield build additionally contains several files created by Nvidia, such as nintendoLogo.arc, the Nintendo logo image that is displayed on launch. Notably, these files break the capitalization convention used by the games' other files, and are not [[Yaz0]] compressed as are other files in the same directory.
The existence of these new files indicates that in addition to the source code of Super Mario Galaxy itself, Nintendo also supplied Nvidia with several development tools, at least including [[Resarc]] and the [[BRLYT]] and [[TPL]] creators.
=== Credits ===
==== Shield Dev Team ====
==== Engineering Team ====
* Aayush Prakash
* Anthony Pesch
* Chris Dannemiller
* Chris Spyropoulos
* Denis Barkar
* Eric Cameracci
* Eric van Beurden
* Ian Bullard
* Jihui Shentu
* Jim McArthur
* John Ratcliff
* Jonathan Lim
* Ryan Houdek
* Stefanos Piiditis
* Terry Caton
==== Additional Engineering ====
* Jeffrey Qiu
* Johnny Costello
* Lindsay Moore
* Nima Nikfetrat
* Roggie Zhang
* Ryan Prescott
* Sujit Tupe
* Willy Lau
==== Engineering Support ====
* Jim McCaffrey
* Paul Hodgson
* Seth Williams
* Robert Stepinski
==== Quality Assurance ====
* Adam Chamberlain
* Benjamin Feuerstein
* Felipe Alves
* Jason Lee
* Joel Sansait
* Joseph Astillero
* Shaad Boochoon
* Trevor Holm
* Whitney Kitchur
==== Project Management ====
* Blair Yakimovich
* Dane Johnston
* Gavriel State
* John Han
* Nan Li
* Ryan Elam
==== Nvidia Management ====
* Ali Kani
* Bill Bean
* David Sullins
* Fredrik Liljegren
* Kashi Anoosheh
* Mike Pepe
* Rev Lebaredian
* Stephanie Johnson
* Sunny Thakkar
* Teresa Jones
* Tim Bender
* Tony Tamasi
d3b9bb819d1b93b14e7554798d373e679c9a0476
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GalaxyMaster
1
/* New files */
wikitext
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{{WIP}}
'''Northport'''<ref>com.nvidia.nintendo.smg/smg_assets.pak/ini/{smg/smg.ini,game_specific_asset_locations.ini}</ref><ref>https://www.linkedin.com/in/willy-lau-318a3380/</ref><ref>Documents.7z/Documents/セキュリティチーム運営/プロジェクト/NorthPort/</ref> was Nvidia's project to release GameCube and Wii games in China for the Nvidia Shield, with Super Mario Galaxy 1 being one of these games. It was unprecedented as the first time in Nintendo's history that they allowed their games to be sold for another company's platform, likely due to Nvidia supplying the Tegra X1 SoC in the Nintendo Switch. Northport games run on lingcod, a GameCube and Wii emulator developed by Nvidia and presumably optimized for the Shield.
== History and development ==
The earliest evidence of Northport is dated March 8, 2016, from the Nintendo leak archive Documents.7z/Documents/セキュリティチーム運営/プロジェクト/NorthPort/. The build date in the released Northport build of New Super Mario Bros. Wii is May 3, 2016. It was presumably around this time that Nvidia gave Nintendo the games' source code and that lingcod development started. Most evidence points to Northport having been developed by Nvidia, specifically their GameWorks division.<ref>https://www.linkedin.com/in/rob-stepinski-27a3b256/</ref> However, the documents in Documents.7z/Documents/セキュリティチーム運営/プロジェクト/NorthPort/ show some involvement by Nintendo, specifically regarding anti-piracy and anti-cheating.
The public first became aware of Northport in any capacity in January 2017, when the Chinese government announced that "New Super Mario Bros" (actually referring to New Super Mario Bros. Wii, not the Nintendo DS game of that name) had been approved for sale in the country. It was officially announced in December 2017 alongside the release of three of the five games for the Shield.
== Games ==
At any point during its development, Northport planned to release at least the following titles for the Shield.
* Cooking Mama (canceled; listed in game_specific_asset_locations.ini)
* Donkey Kong Country Returns (released July 4, 2019)
* Mario Kart Wii (canceled later; listed in game_specific_asset_locations.ini; public demo presented before cancellation)
* New Super Mario Bros. Wii (released December 5, 2017)
* Punch-Out!! (released December 5, 2017)
* Super Mario Galaxy (released March 22, 2018)
* Super Mario Sunshine (canceled early on; not listed in game_specific_asset_locations.ini)
* The Legend of Zelda: Twilight Princess (released December 5, 2017)
== Super Mario Galaxy release ==
Super Mario Galaxy was released for the Shield in March 2018. The Super Mario Galaxy build released for the Shield was compiled from the same updated source tree as the Korean Wii version. This tree was updated to use the latest RVL SDK at the time of the Korean version's 2008 release. This is why the copyright date is 2007 - 2008. It is also believed that the Chinese localization was not created by Nvidia, but rather by Nintendo for an intended release on the Chinese iQue Wii. The iQue Wii was ultimately canceled, so this of course never happened.
Supporting this theory:
* Nvidia did not credit any localizers or translators in their credits list.
* The Chinese government requires video games to display ISBN numbers on launch. The code for this, IsbnManager.cpp, is in the Korean Wii release as well as the Shield release.
* The Korean Wii release's code references a directory named CnSimpChinese in LocalizeData.
=== New files ===
The Shield build contains several new files from the time of the game's development that are not present in the earlier Wii releases, nor the later [[Super Mario 3D All-Stars]] release. These include the contents of AllTargetAddressMap, and the file Debug.arc in every LocalizeData directory. This is because [[Nintendo EAD Tokyo|EAD]] had to manually remove these files upon releasing a new build, and Nvidia was not aware of this.
=== Nvidia's files ===
The Shield build additionally contains several files created by Nvidia, such as nintendoLogo.arc, the Nintendo logo image that is displayed on launch. Notably, these files break the capitalization convention used by the games' other files, and are not [[Yaz0]] compressed as are other files in the same directory.
The existence of these new files indicates that in addition to the source code of Super Mario Galaxy itself, Nintendo also supplied Nvidia with several development tools, at least including [[Resarc]] and the [[BRLYT]] and [[TPL]] creators.
=== Credits ===
==== Shield Dev Team ====
==== Engineering Team ====
* Aayush Prakash
* Anthony Pesch
* Chris Dannemiller
* Chris Spyropoulos
* Denis Barkar
* Eric Cameracci
* Eric van Beurden
* Ian Bullard
* Jihui Shentu
* Jim McArthur
* John Ratcliff
* Jonathan Lim
* Ryan Houdek
* Stefanos Piiditis
* Terry Caton
==== Additional Engineering ====
* Jeffrey Qiu
* Johnny Costello
* Lindsay Moore
* Nima Nikfetrat
* Roggie Zhang
* Ryan Prescott
* Sujit Tupe
* Willy Lau
==== Engineering Support ====
* Jim McCaffrey
* Paul Hodgson
* Seth Williams
* Robert Stepinski
==== Quality Assurance ====
* Adam Chamberlain
* Benjamin Feuerstein
* Felipe Alves
* Jason Lee
* Joel Sansait
* Joseph Astillero
* Shaad Boochoon
* Trevor Holm
* Whitney Kitchur
==== Project Management ====
* Blair Yakimovich
* Dane Johnston
* Gavriel State
* John Han
* Nan Li
* Ryan Elam
==== Nvidia Management ====
* Ali Kani
* Bill Bean
* David Sullins
* Fredrik Liljegren
* Kashi Anoosheh
* Mike Pepe
* Rev Lebaredian
* Stephanie Johnson
* Sunny Thakkar
* Teresa Jones
* Tim Bender
* Tony Tamasi
00f91fa9ed0fb03561324583f571cd10b10b3bbd
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GalaxyMaster
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{{WIP}}
'''Northport'''<ref>com.nvidia.nintendo.smg/smg_assets.pak/ini/{smg/smg.ini,game_specific_asset_locations.ini}</ref><ref>https://www.linkedin.com/in/willy-lau-318a3380/</ref><ref>Documents.7z/Documents/セキュリティチーム運営/プロジェクト/NorthPort/</ref> was Nvidia's project to release GameCube and Wii games in China for the Nvidia Shield, with Super Mario Galaxy 1 being one of these games. It was unprecedented as the first time in Nintendo's history that they allowed their games to be sold for another company's platform, likely due to Nvidia supplying the Tegra X1 SoC in the Nintendo Switch. Northport games run on lingcod, a C++ written Android GameCube and Wii emulator developed by Nvidia and presumably optimized for the Shield.
== History and development ==
The earliest evidence of Northport is dated March 8, 2016, from the Nintendo leak archive Documents.7z/Documents/セキュリティチーム運営/プロジェクト/NorthPort/. The build date in the released Northport build of New Super Mario Bros. Wii is May 3, 2016. It was presumably around this time that Nvidia gave Nintendo the games' source code and that lingcod development started. Most evidence points to Northport having been developed by Nvidia, specifically their GameWorks division.<ref>https://www.linkedin.com/in/rob-stepinski-27a3b256/</ref> However, the documents in Documents.7z/Documents/セキュリティチーム運営/プロジェクト/NorthPort/ show some involvement by Nintendo, specifically regarding anti-piracy and anti-cheating.
The public first became aware of Northport in any capacity in January 2017, when the Chinese government announced that "New Super Mario Bros" (actually referring to New Super Mario Bros. Wii, not the Nintendo DS game of that name) had been approved for sale in the country. It was officially announced in December 2017 alongside the release of three of the five Wii games that would be released for the Shield.
== Games ==
At any point during its development, Northport planned to release at least the following titles for the Shield.
* Cooking Mama (canceled; listed in game_specific_asset_locations.ini)
* Donkey Kong Country Returns (released July 4, 2019)
* Mario Kart Wii (canceled later; listed in game_specific_asset_locations.ini; public demo presented before cancellation)
* New Super Mario Bros. Wii (released December 5, 2017)
* Punch-Out!! (released December 5, 2017)
* Super Mario Galaxy (released March 22, 2018)
* Super Mario Sunshine (canceled early on; not listed in game_specific_asset_locations.ini)
* The Legend of Zelda: Twilight Princess (released December 5, 2017)
== Super Mario Galaxy release ==
Super Mario Galaxy was released for the Shield in March 2018. The Super Mario Galaxy build released for the Shield was compiled from the same updated source tree as the Korean Wii version. This tree was updated to use the latest RVL SDK at the time of the Korean version's 2008 release. This is why the copyright date is 2007 - 2008. It is also believed that the Chinese localization was not created by Nvidia, but rather by Nintendo for an intended release on the Chinese iQue Wii. The iQue Wii was ultimately canceled, so this of course never happened.
Supporting this theory:
* Nvidia did not credit any localizers or translators in their credits list.
* The Chinese government requires video games to display ISBN numbers on launch. The code for this, IsbnManager.cpp, is in the Korean Wii release as well as the Shield release.
* The Korean Wii release's code references a directory named CnSimpChinese in LocalizeData.
=== New files ===
The Shield build contains several new files from the time of the game's development that are not present in the earlier Wii releases, nor the later [[Super Mario 3D All-Stars]] release. These include the contents of AllTargetAddressMap, and the file Debug.arc in every LocalizeData directory. This is because [[Nintendo EAD Tokyo|EAD]] had to manually remove these files upon releasing a new build, and Nvidia was not aware of this.
=== Nvidia's files ===
The Shield build additionally contains several files created by Nvidia, such as nintendoLogo.arc, the Nintendo logo image that is displayed on launch. Notably, these files break the capitalization convention used by the games' other files, and are not [[Yaz0]] compressed as are other files in the same directory.
The existence of these new files indicates that in addition to the source code of Super Mario Galaxy itself, Nintendo also supplied Nvidia with several development tools, at least including [[Resarc]] and the [[BRLYT]] and [[TPL]] creators.
=== Credits ===
==== Shield Dev Team ====
==== Engineering Team ====
* Aayush Prakash
* Anthony Pesch
* Chris Dannemiller
* Chris Spyropoulos
* Denis Barkar
* Eric Cameracci
* Eric van Beurden
* Ian Bullard
* Jihui Shentu
* Jim McArthur
* John Ratcliff
* Jonathan Lim
* Ryan Houdek
* Stefanos Piiditis
* Terry Caton
==== Additional Engineering ====
* Jeffrey Qiu
* Johnny Costello
* Lindsay Moore
* Nima Nikfetrat
* Roggie Zhang
* Ryan Prescott
* Sujit Tupe
* Willy Lau
==== Engineering Support ====
* Jim McCaffrey
* Paul Hodgson
* Seth Williams
* Robert Stepinski
==== Quality Assurance ====
* Adam Chamberlain
* Benjamin Feuerstein
* Felipe Alves
* Jason Lee
* Joel Sansait
* Joseph Astillero
* Shaad Boochoon
* Trevor Holm
* Whitney Kitchur
==== Project Management ====
* Blair Yakimovich
* Dane Johnston
* Gavriel State
* John Han
* Nan Li
* Ryan Elam
==== Nvidia Management ====
* Ali Kani
* Bill Bean
* David Sullins
* Fredrik Liljegren
* Kashi Anoosheh
* Mike Pepe
* Rev Lebaredian
* Stephanie Johnson
* Sunny Thakkar
* Teresa Jones
* Tim Bender
* Tony Tamasi
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GalaxyMaster
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{{WIP}}
'''Northport'''<ref>com.nvidia.nintendo.smg/smg_assets.pak/ini/{smg/smg.ini,game_specific_asset_locations.ini}</ref><ref>https://www.linkedin.com/in/willy-lau-318a3380/</ref><ref>Documents.7z/Documents/セキュリティチーム運営/プロジェクト/NorthPort/</ref> was Nvidia's project to release GameCube and Wii games in China for the Nvidia Shield, with Super Mario Galaxy 1 being one of these games. It was unprecedented as the first time in Nintendo's history that they allowed their games to be sold for another company's platform, likely due to Nvidia supplying the Tegra X1 SoC in the Nintendo Switch. Northport bundles lingcod, a C++ written GameCube and Wii emulator for Android developed by Nvidia and presumably optimized for the Shield, with builds of games optimized for running under lingcod.
== History and development ==
The earliest evidence of Northport is dated March 8, 2016, from the Nintendo leak archive Documents.7z/Documents/セキュリティチーム運営/プロジェクト/NorthPort/. The build date in the released Northport build of New Super Mario Bros. Wii is May 3, 2016. It was presumably around this time that Nvidia gave Nintendo the games' source code and that lingcod development started. Most evidence points to Northport having been developed by Nvidia, specifically their GameWorks division.<ref>https://www.linkedin.com/in/rob-stepinski-27a3b256/</ref> However, the documents in Documents.7z/Documents/セキュリティチーム運営/プロジェクト/NorthPort/ show some involvement by Nintendo, specifically regarding anti-piracy and anti-cheating.
The public first became aware of Northport in any capacity in January 2017, when the Chinese government announced that "New Super Mario Bros" (actually referring to New Super Mario Bros. Wii, not the Nintendo DS game of that name) had been approved for sale in the country. It was officially announced in December 2017 alongside the release of three of the five Wii games that would be released for the Shield.
== Games ==
At any point during its development, Northport planned to release at least the following titles for the Shield.
* Cooking Mama (canceled; listed in game_specific_asset_locations.ini)
* Donkey Kong Country Returns (released July 4, 2019)
* Mario Kart Wii (canceled later; listed in game_specific_asset_locations.ini; public demo presented before cancellation)
* New Super Mario Bros. Wii (released December 5, 2017)
* Punch-Out!! (released December 5, 2017)
* Super Mario Galaxy (released March 22, 2018)
* Super Mario Sunshine (canceled early on; not listed in game_specific_asset_locations.ini)
* The Legend of Zelda: Twilight Princess (released December 5, 2017)
== Super Mario Galaxy release ==
Super Mario Galaxy was released for the Shield in March 2018. The Super Mario Galaxy build released for the Shield was compiled from the same updated source tree as the Korean Wii version. This tree was updated to use the latest RVL SDK at the time of the Korean version's 2008 release. This is why the copyright date is 2007 - 2008. It is also believed that the Chinese localization was not created by Nvidia, but rather by Nintendo for an intended release on the Chinese iQue Wii. The iQue Wii was ultimately canceled, so this of course never happened.
Supporting this theory:
* Nvidia did not credit any localizers or translators in their credits list.
* The Chinese government requires video games to display ISBN numbers on launch. The code for this, IsbnManager.cpp, is in the Korean Wii release as well as the Shield release.
* The Korean Wii release's code references a directory named CnSimpChinese in LocalizeData.
=== New files ===
The Shield build contains several new files from the time of the game's development that are not present in the earlier Wii releases, nor the later [[Super Mario 3D All-Stars]] release. These include the contents of AllTargetAddressMap, and the file Debug.arc in every LocalizeData directory. This is because [[Nintendo EAD Tokyo|EAD]] had to manually remove these files upon releasing a new build, and Nvidia was not aware of this.
=== Nvidia's files ===
The Shield build additionally contains several files created by Nvidia, such as nintendoLogo.arc, the Nintendo logo image that is displayed on launch. Notably, these files break the capitalization convention used by the games' other files, and are not [[Yaz0]] compressed as are other files in the same directory.
The existence of these new files indicates that in addition to the source code of Super Mario Galaxy itself, Nintendo also supplied Nvidia with several development tools, at least including [[Resarc]] and the [[BRLYT]] and [[TPL]] creators.
=== Credits ===
==== Shield Dev Team ====
==== Engineering Team ====
* Aayush Prakash
* Anthony Pesch
* Chris Dannemiller
* Chris Spyropoulos
* Denis Barkar
* Eric Cameracci
* Eric van Beurden
* Ian Bullard
* Jihui Shentu
* Jim McArthur
* John Ratcliff
* Jonathan Lim
* Ryan Houdek
* Stefanos Piiditis
* Terry Caton
==== Additional Engineering ====
* Jeffrey Qiu
* Johnny Costello
* Lindsay Moore
* Nima Nikfetrat
* Roggie Zhang
* Ryan Prescott
* Sujit Tupe
* Willy Lau
==== Engineering Support ====
* Jim McCaffrey
* Paul Hodgson
* Seth Williams
* Robert Stepinski
==== Quality Assurance ====
* Adam Chamberlain
* Benjamin Feuerstein
* Felipe Alves
* Jason Lee
* Joel Sansait
* Joseph Astillero
* Shaad Boochoon
* Trevor Holm
* Whitney Kitchur
==== Project Management ====
* Blair Yakimovich
* Dane Johnston
* Gavriel State
* John Han
* Nan Li
* Ryan Elam
==== Nvidia Management ====
* Ali Kani
* Bill Bean
* David Sullins
* Fredrik Liljegren
* Kashi Anoosheh
* Mike Pepe
* Rev Lebaredian
* Stephanie Johnson
* Sunny Thakkar
* Teresa Jones
* Tim Bender
* Tony Tamasi
e13fbdc74b22a79515dc9800a5e4b35ec3d5bfef
Super Mario 128
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2022-08-18T19:53:10Z
GalaxyMaster
1
wikitext
text/x-wiki
Super Mario 128 was a GCN Tech Demo shown at the Nintendo Space World trade show in 2000. It's simply 128 Marios trying to push each other off to their deaths. Despite the demo never being released to the public, the technology/code of the demo would find itself in the Pikmin games, Super Mario Galaxy and other J3D games.
The director of Super Mario 128, [[Yoshiaki Koizumi]], is also the director of Super Mario Galaxy.
5e70397cf591ec44d76a8294e9b5a09113572b12
Nintendo EAD Tokyo
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2022-08-18T20:03:05Z
GalaxyMaster
1
create page
wikitext
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'''Nintendo EAD Tokyo''' was the division of Nintendo Entertainment Analysis & Development (EAD) that created both Super Mario Galaxy games. In 2015, EAD Tokyo was renamed Nintendo EPD Production Group No. 8, as the entirety of EAD had been renamed Nintendo Entertainment Planning & Development (EPD). Under its new name it continues to be responsible for the 3D Mario platformer series.
d0dfbb9c89d3da225c7ae6a4926d67c9f725a78b
35th Anniversary Direct SMG Clip
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2022-08-18T20:56:47Z
GalaxyMaster
1
create page
wikitext
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On September 12, 2020, Nintendo published their [https://www.youtube.com/watch?v=s_UcjEq2Dgk Super Mario Bros. 35th Anniversary Direct]. At 14:39 in this video, a clip of Super Mario Galaxy is shown.
Some points to note about this clip:
* When long jumping at the beginning of the clip, '''Mario's E3 2006 long jump voice is heard.''' This was widely noticed and reported on.
* It's 480p, so it was recorded on the Wii, not the [[Super Mario 3D All-Stars|newly developed Nintendo Switch port]].
* The game's background music isn't playing; the Gusty Garden music is edited in (enough evidence by itself that this isn't a recording of any retail build).
It's possible that Nintendo used preexisting video of Super Mario Galaxy. This seems plausible given the second point above and given the number of games shown; it's unlikely that Nintendo played and recorded all of them for the creation of this direct. It's also worth nothing that the Super Mario Sunshine clip at 14:05 in that same video uses coin sounds from a 1995 Super Mario 64 demo.
https://wiki.mariogalaxy.org/w/images/8/82/35th_Anniversary_Direct_SMG_Clip.mp4
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[[File:35th Anniversary Direct SMG Clip.mp4|thumb]] -->
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MediaWiki:Style.css
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2022-08-18T22:30:43Z
Lord-Giganticus
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2022-08-18T23:25:12Z
Lord-Giganticus
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2022-08-18T23:25:57Z
Lord-Giganticus
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2022-08-19T00:37:33Z
Lord-Giganticus
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css
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2022-08-19T00:41:43Z
Lord-Giganticus
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2022-08-19T02:21:34Z
Lord-Giganticus
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File system
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40
122
2022-08-18T23:26:35Z
Lord-Giganticus
4
Created page with "<table class="navbox" border="0" style="align-content: left; text-align: center"> <tr><th colspan="16" style="border-left:2px solid #fdfdfd;width:100%;">SMG1 Filesystem</th></tr> <tr> <td width="1px" valign="top"> <table style="width: 150px; height: 250px; display:flex; flex-direction: column; overflow:auto"> <tr><td style="width: 150px;">dev</td></tr> </table> </td> </tr> </table>"
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e31003785082a0765b118e39faad2d5cd7caf90a
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2022-08-19T00:28:17Z
Lord-Giganticus
4
wikitext
text/x-wiki
__TOC__
== SMG1 ==
{| class="textbox grid alt center" style="border:1px solid #aaa; margin: auto; text-align: center" rules=all
|- style=background:#ccccff
! colspan=3 | SMG1 Filesystem
|- style=background:white
! Name !! Number of Subdirs !! Number of Files
|-
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|-
| AllTargetModuleData || 0 || 0
|-
| AudioRes || 5 || 1
|-
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|-
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|-
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! colspan=3 | opening.bnr
|}
=== Regional folders ===
{| class="textbox grid alt center" style="border:1px solid #aaa; margin: auto; text-align: center" rules=all
|- style=background:#ccccff
! colspan=3 | SMG1 Language Folders
|- style=background:white
! Region || Name || Present in game files
|-
| Taiwan || AsTradChinese || Yes
|-
| Chinese || CnSimpChinese || No
|-
| Chinese || CnTradChinese || No
|-
| Europe || EuDutch || Yes
|-
| Europe || EuEnglish || Yes
|-
| Europe || EuFrench || Yes
|-
| Europe || EuGerman || Yes
|-
| Europe || EuItalian || Yes
|-
| Europe || EuSpanish || Yes
|-
| Japan || JpJapanese || Yes
|-
| South Korea || KrKorean || Yes
|-
| USA || UsEnglish || Yes
|-
| USA || UsFrench || Yes
|-
| USA || UsSpanish || Yes
|}
be5b7a4e4c9511b68331d67bcc4d08b526e32cc5
130
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2022-08-19T00:59:51Z
Lord-Giganticus
4
wikitext
text/x-wiki
__TOC__
== SMG1 ==
{| class="textbox grid alt center" style="border:1px solid #aaa; margin: auto; text-align: center" rules=all
|- style=background:#ccccff
! colspan=3 | SMG1 Filesystem
|- style=background:white
! Name !! Number of Subdirs !! Number of Files
|-
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|-
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|-
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|-
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|-
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|-
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|-
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|-
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|-
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| SystemData || 0 || 0
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! colspan=3 | opening.bnr
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=== Regional folders ===
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|- style=background:#ccccff
! colspan=3 | SMG1 Language Folders
|- style=background:white
! Region || Name || Present in game files
|-
| Taiwan || AsTradChinese || Yes
|-
| Chinese || CnSimpChinese || No
|-
| Chinese || CnTradChinese || No
|-
| Europe || EuDutch || Yes
|-
| Europe || EuEnglish || Yes
|-
| Europe || EuFrench || Yes
|-
| Europe || EuGerman || Yes
|-
| Europe || EuItalian || Yes
|-
| Europe || EuSpanish || Yes
|-
| Japan || JpJapanese || Yes
|-
| South Korea || KrKorean || Yes
|-
| USA || UsEnglish || Yes
|-
| USA || UsFrench || Yes
|-
| USA || UsSpanish || Yes
|}
== SMG2 ==
{| class="textbox grid alt center" style="border:1px solid #aaa; margin: auto; text-align: center" rules=all
|- style=background:#ccccff
! colspan=3 | SMG2 Filesystem
|- style=background:white
! Name !! Number of Subdirs !! Number of Files
|-
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|-
| AllTargetModuleData || 0 || 0
|-
| AudioRes || 5 || 714
|-
| Debug || 0 || 0
|-
| HomeButton2 || 0 || 3
|-
| LayoutData || 0 || 89
|-
| LightData || 0 || 1
|-
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|-
| MapPartsData || 0 || 0
|-
| ModuleData || 0 || 2
|-
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| ParticleData || 0 || 1
|-
| StageData || 529 || 949
|-
| SystemData || 0 || 1
|-
! colspan=3 | opening.bnr
|}
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131
130
2022-08-19T01:05:12Z
Lord-Giganticus
4
/* SMG2 */
wikitext
text/x-wiki
__TOC__
== SMG1 ==
{| class="textbox grid alt center" style="border:1px solid #aaa; margin: auto; text-align: center" rules=all
|- style=background:#ccccff
! colspan=3 | SMG1 Filesystem
|- style=background:white
! Name !! Number of Subdirs !! Number of Files
|-
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|-
| AllTargetModuleData || 0 || 0
|-
| AudioRes || 5 || 1
|-
| Debug || 0 || 0
|-
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|-
| LayoutData || 0 || 92
|-
| MapPartsData || 0 || 0
|-
| ModuleData || 0 || 2
|-
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|-
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|-
| ParticleData || 0 || 1
|-
| StageData || 48 || 279
|-
| SystemData || 0 || 0
|-
! colspan=3 | opening.bnr
|}
=== Regional folders ===
{| class="textbox grid alt center" style="border:1px solid #aaa; margin: auto; text-align: center" rules=all
|- style=background:#ccccff
! colspan=3 | SMG1 Language Folders
|- style=background:white
! Region || Name || Present in game files
|-
| Taiwan || AsTradChinese || Yes
|-
| Chinese || CnSimpChinese || No
|-
| Chinese || CnTradChinese || No
|-
| Europe || EuDutch || Yes
|-
| Europe || EuEnglish || Yes
|-
| Europe || EuFrench || Yes
|-
| Europe || EuGerman || Yes
|-
| Europe || EuItalian || Yes
|-
| Europe || EuSpanish || Yes
|-
| Japan || JpJapanese || Yes
|-
| South Korea || KrKorean || Yes
|-
| USA || UsEnglish || Yes
|-
| USA || UsFrench || Yes
|-
| USA || UsSpanish || Yes
|}
== SMG2 ==
{| class="textbox grid alt center" style="border:1px solid #aaa; margin: auto; text-align: center" rules=all
|- style=background:#ccccff
! colspan=3 | SMG2 Filesystem
|- style=background:white
! Name !! Number of Subdirs !! Number of Files
|-
| AllTargetAddressMap || 0 || 0
|-
| AllTargetModuleData || 0 || 0
|-
| AudioRes || 5 || 714
|-
| Debug || 0 || 0
|-
| HomeButton2 || 0 || 3
|-
| LayoutData || 0 || 89
|-
| LightData || 0 || 1
|-
| LocalizeData || '''VARIES''' || '''VARIES'''
|-
| MapPartsData || 0 || 0
|-
| ModuleData || 0 || 2
|-
| ObjectData || 0 || 1,576
|-
| ParticleData || 0 || 1
|-
| StageData || 529 || 949
|-
| SystemData || 0 || 1
|-
! colspan=3 | opening.bnr
|}
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{| class="textbox grid alt center" style="border:1px solid #aaa; margin: auto; text-align: center" rules=all
|- style=background:#ccccff
! colspan=3 | SMG2 Language Folders
|- style=background:white
! Region || Name || Present in game files
|-
| Taiwan || AsTradChinese || Yes
|-
| Chinese || CnSimpChinese || No
|-
| Chinese || CnTradChinese || No
|-
| Europe || EuDutch || Yes
|-
| Europe || EuEnglish || Yes
|-
| Europe || EuFrench || Yes
|-
| Europe || EuGerman || Yes
|-
| Europe || EuItalian || Yes
|-
| Europe || EuSpanish || Yes
|-
| Japan || JpJapanese || Yes
|-
| South Korea || KrKorean || Yes
|-
| USA || UsEnglish || Yes
|-
| USA || UsFrench || Yes
|-
| USA || UsSpanish || Yes
|}
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132
131
2022-08-19T01:08:53Z
Lord-Giganticus
4
/* Regional folders */
wikitext
text/x-wiki
__TOC__
== SMG1 ==
{| class="textbox grid alt center" style="border:1px solid #aaa; margin: auto; text-align: center" rules=all
|- style=background:#ccccff
! colspan=3 | SMG1 Filesystem
|- style=background:white
! Name !! Number of Subdirs !! Number of Files
|-
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|-
| AllTargetModuleData || 0 || 0
|-
| AudioRes || 5 || 1
|-
| Debug || 0 || 0
|-
| HomeButton2 || 0 || 3
|-
| LayoutData || 0 || 92
|-
| MapPartsData || 0 || 0
|-
| ModuleData || 0 || 2
|-
| MovieData || 0 || 9
|-
| ObjectData || 0 || 1,844
|-
| ParticleData || 0 || 1
|-
| StageData || 48 || 279
|-
| SystemData || 0 || 0
|-
! colspan=3 | opening.bnr
|}
=== Regional folders ===
{| class="textbox grid alt center" style="border:1px solid #aaa; margin: auto; text-align: center" rules=all
|- style=background:#ccccff
! colspan=3 | SMG1 Language Folders
|- style=background:white
! Region || Name || Present in game files
|-
| China || CnSimpChinese || Yes (Nvida Release)
|-
| Europe || EuDutch || Yes
|-
| Europe || EuEnglish || Yes
|-
| Europe || EuFrench || Yes
|-
| Europe || EuGerman || Yes
|-
| Europe || EuItalian || Yes
|-
| Europe || EuSpanish || Yes
|-
| Japan || JpJapanese || Yes
|-
| South Korea || KrKorean || Yes
|-
| USA || UsEnglish || Yes
|-
| USA || UsFrench || Yes
|-
| USA || UsSpanish || Yes
|}
== SMG2 ==
{| class="textbox grid alt center" style="border:1px solid #aaa; margin: auto; text-align: center" rules=all
|- style=background:#ccccff
! colspan=3 | SMG2 Filesystem
|- style=background:white
! Name !! Number of Subdirs !! Number of Files
|-
| AllTargetAddressMap || 0 || 0
|-
| AllTargetModuleData || 0 || 0
|-
| AudioRes || 5 || 714
|-
| Debug || 0 || 0
|-
| HomeButton2 || 0 || 3
|-
| LayoutData || 0 || 89
|-
| LightData || 0 || 1
|-
| LocalizeData || '''VARIES''' || '''VARIES'''
|-
| MapPartsData || 0 || 0
|-
| ModuleData || 0 || 2
|-
| ObjectData || 0 || 1,576
|-
| ParticleData || 0 || 1
|-
| StageData || 529 || 949
|-
| SystemData || 0 || 1
|-
! colspan=3 | opening.bnr
|}
=== Regional Folders ===
Unlike SMG1, SMG2's region specific folders are placed in LocalizeData with 2 subdirs just like SMG1.
{| class="textbox grid alt center" style="border:1px solid #aaa; margin: auto; text-align: center" rules=all
|- style=background:#ccccff
! colspan=3 | SMG2 Language Folders
|- style=background:white
! Region || Name || Present in game files
|-
| Taiwan || AsTradChinese || Yes
|-
| Chinese || CnSimpChinese || No
|-
| Chinese || CnTradChinese || No
|-
| Europe || EuDutch || Yes
|-
| Europe || EuEnglish || Yes
|-
| Europe || EuFrench || Yes
|-
| Europe || EuGerman || Yes
|-
| Europe || EuItalian || Yes
|-
| Europe || EuSpanish || Yes
|-
| Japan || JpJapanese || Yes
|-
| South Korea || KrKorean || Yes
|-
| USA || UsEnglish || Yes
|-
| USA || UsFrench || Yes
|-
| USA || UsSpanish || Yes
|}
0345ff0f35b867b03731aca8dab40a60e6b42567
133
132
2022-08-19T01:25:11Z
GalaxyMaster
1
wikitext
text/x-wiki
__TOC__
== SMG1 ==
{| class="textbox grid alt center" style="border:1px solid #aaa; margin: auto; text-align: center" rules=all
|- style=background:#ccccff
! colspan=3 | SMG1 Filesystem
|- style=background:white
! Name !! Number of Subdirs !! Number of Files
|-
| AllTargetAddressMap || 0 || 0
|-
| AllTargetModuleData || 0 || 0
|-
| AudioRes || 5 || 1
|-
| Debug || 0 || 0
|-
| HomeButton2 || 0 || 3
|-
| LayoutData || 0 || 92
|-
| MapPartsData || 0 || 0
|-
| ModuleData || 0 || 2
|-
| MovieData || 0 || 9
|-
| ObjectData || 0 || 1,844
|-
| ParticleData || 0 || 1
|-
| StageData || 48 || 279
|-
| SystemData || 0 || 0
|-
! colspan=3 | opening.bnr
|}
=== Regional folders ===
{| class="textbox grid alt center" style="border:1px solid #aaa; margin: auto; text-align: center" rules=all
|- style=background:#ccccff
! colspan=3 | SMG1 Language Folders
|- style=background:white
! Region || Name
|-
| China (Nvidia Shield) || CnSimpChinese
|-
| Europe || EuDutch
|-
| Europe || EuEnglish
|-
| Europe || EuFrench
|-
| Europe || EuGerman
|-
| Europe || EuItalian
|-
| Europe || EuSpanish
|-
| Japan || JpJapanese
|-
| South Korea || KrKorean
|-
| USA || UsEnglish
|-
| USA || UsFrench
|-
| USA || UsSpanish
|}
== SMG2 ==
{| class="textbox grid alt center" style="border:1px solid #aaa; margin: auto; text-align: center" rules=all
|- style=background:#ccccff
! colspan=3 | SMG2 Filesystem
|- style=background:white
! Name !! Number of Subdirs !! Number of Files
|-
| AllTargetAddressMap || 0 || 0
|-
| AllTargetModuleData || 0 || 0
|-
| AudioRes || 5 || 714
|-
| Debug || 0 || 0
|-
| HomeButton2 || 0 || 3
|-
| LayoutData || 0 || 89
|-
| LightData || 0 || 1
|-
| LocalizeData || '''VARIES''' || '''VARIES'''
|-
| MapPartsData || 0 || 0
|-
| ModuleData || 0 || 2
|-
| ObjectData || 0 || 1,576
|-
| ParticleData || 0 || 1
|-
| StageData || 529 || 949
|-
| SystemData || 0 || 1
|-
! colspan=3 | opening.bnr
|}
=== Regional Folders ===
Unlike SMG1, SMG2's region specific folders are placed in LocalizeData with 2 subdirs just like SMG1.
{| class="textbox grid alt center" style="border:1px solid #aaa; margin: auto; text-align: center" rules=all
|- style=background:#ccccff
! colspan=3 | SMG2 Language Folders
|- style=background:white
! Region || Name
|-
| Taiwan || AsTradChinese
|-
| China || CnSimpChinese
|-
| China (unreleased) || CnTradChinese
|-
| Europe || EuDutch
|-
| Europe || EuEnglish
|-
| Europe || EuFrench
|-
| Europe || EuGerman
|-
| Europe || EuItalian
|-
| Europe || EuSpanish
|-
| Japan || JpJapanese
|-
| South Korea || KrKorean
|-
| USA || UsEnglish
|-
| USA || UsFrench
|-
| USA || UsSpanish
|}
86bb3950a948403455c61c0809570328051a5153
134
133
2022-08-19T01:26:10Z
GalaxyMaster
1
/* Regional Folders */
wikitext
text/x-wiki
__TOC__
== SMG1 ==
{| class="textbox grid alt center" style="border:1px solid #aaa; margin: auto; text-align: center" rules=all
|- style=background:#ccccff
! colspan=3 | SMG1 Filesystem
|- style=background:white
! Name !! Number of Subdirs !! Number of Files
|-
| AllTargetAddressMap || 0 || 0
|-
| AllTargetModuleData || 0 || 0
|-
| AudioRes || 5 || 1
|-
| Debug || 0 || 0
|-
| HomeButton2 || 0 || 3
|-
| LayoutData || 0 || 92
|-
| MapPartsData || 0 || 0
|-
| ModuleData || 0 || 2
|-
| MovieData || 0 || 9
|-
| ObjectData || 0 || 1,844
|-
| ParticleData || 0 || 1
|-
| StageData || 48 || 279
|-
| SystemData || 0 || 0
|-
! colspan=3 | opening.bnr
|}
=== Regional folders ===
{| class="textbox grid alt center" style="border:1px solid #aaa; margin: auto; text-align: center" rules=all
|- style=background:#ccccff
! colspan=3 | SMG1 Language Folders
|- style=background:white
! Region || Name
|-
| China (Nvidia Shield) || CnSimpChinese
|-
| Europe || EuDutch
|-
| Europe || EuEnglish
|-
| Europe || EuFrench
|-
| Europe || EuGerman
|-
| Europe || EuItalian
|-
| Europe || EuSpanish
|-
| Japan || JpJapanese
|-
| South Korea || KrKorean
|-
| USA || UsEnglish
|-
| USA || UsFrench
|-
| USA || UsSpanish
|}
== SMG2 ==
{| class="textbox grid alt center" style="border:1px solid #aaa; margin: auto; text-align: center" rules=all
|- style=background:#ccccff
! colspan=3 | SMG2 Filesystem
|- style=background:white
! Name !! Number of Subdirs !! Number of Files
|-
| AllTargetAddressMap || 0 || 0
|-
| AllTargetModuleData || 0 || 0
|-
| AudioRes || 5 || 714
|-
| Debug || 0 || 0
|-
| HomeButton2 || 0 || 3
|-
| LayoutData || 0 || 89
|-
| LightData || 0 || 1
|-
| LocalizeData || '''VARIES''' || '''VARIES'''
|-
| MapPartsData || 0 || 0
|-
| ModuleData || 0 || 2
|-
| ObjectData || 0 || 1,576
|-
| ParticleData || 0 || 1
|-
| StageData || 529 || 949
|-
| SystemData || 0 || 1
|-
! colspan=3 | opening.bnr
|}
=== Regional Folders ===
Unlike SMG1, SMG2's region specific folders are placed in LocalizeData with 2 subdirs just like SMG1.
{| class="textbox grid alt center" style="border:1px solid #aaa; margin: auto; text-align: center" rules=all
|- style=background:#ccccff
! colspan=3 | SMG2 Language Folders
|- style=background:white
! Region || Name
|-
| Taiwan || AsTradChinese
|-
| China (unreleased) || CnSimpChinese
|-
| China (unreleased) || CnTradChinese
|-
| Europe || EuDutch
|-
| Europe || EuEnglish
|-
| Europe || EuFrench
|-
| Europe || EuGerman
|-
| Europe || EuItalian
|-
| Europe || EuSpanish
|-
| Japan || JpJapanese
|-
| South Korea || KrKorean
|-
| USA || UsEnglish
|-
| USA || UsFrench
|-
| USA || UsSpanish
|}
f13012302438360a65711990e68254928bf5cfe2
154
134
2022-08-19T03:02:33Z
GalaxyMaster
1
/* Regional Folders */
wikitext
text/x-wiki
__TOC__
== SMG1 ==
{| class="textbox grid alt center" style="border:1px solid #aaa; margin: auto; text-align: center" rules=all
|- style=background:#ccccff
! colspan=3 | SMG1 Filesystem
|- style=background:white
! Name !! Number of Subdirs !! Number of Files
|-
| AllTargetAddressMap || 0 || 0
|-
| AllTargetModuleData || 0 || 0
|-
| AudioRes || 5 || 1
|-
| Debug || 0 || 0
|-
| HomeButton2 || 0 || 3
|-
| LayoutData || 0 || 92
|-
| MapPartsData || 0 || 0
|-
| ModuleData || 0 || 2
|-
| MovieData || 0 || 9
|-
| ObjectData || 0 || 1,844
|-
| ParticleData || 0 || 1
|-
| StageData || 48 || 279
|-
| SystemData || 0 || 0
|-
! colspan=3 | opening.bnr
|}
=== Regional folders ===
{| class="textbox grid alt center" style="border:1px solid #aaa; margin: auto; text-align: center" rules=all
|- style=background:#ccccff
! colspan=3 | SMG1 Language Folders
|- style=background:white
! Region || Name
|-
| China (Nvidia Shield) || CnSimpChinese
|-
| Europe || EuDutch
|-
| Europe || EuEnglish
|-
| Europe || EuFrench
|-
| Europe || EuGerman
|-
| Europe || EuItalian
|-
| Europe || EuSpanish
|-
| Japan || JpJapanese
|-
| South Korea || KrKorean
|-
| USA || UsEnglish
|-
| USA || UsFrench
|-
| USA || UsSpanish
|}
== SMG2 ==
{| class="textbox grid alt center" style="border:1px solid #aaa; margin: auto; text-align: center" rules=all
|- style=background:#ccccff
! colspan=3 | SMG2 Filesystem
|- style=background:white
! Name !! Number of Subdirs !! Number of Files
|-
| AllTargetAddressMap || 0 || 0
|-
| AllTargetModuleData || 0 || 0
|-
| AudioRes || 5 || 714
|-
| Debug || 0 || 0
|-
| HomeButton2 || 0 || 3
|-
| LayoutData || 0 || 89
|-
| LightData || 0 || 1
|-
| LocalizeData || '''VARIES''' || '''VARIES'''
|-
| MapPartsData || 0 || 0
|-
| ModuleData || 0 || 2
|-
| ObjectData || 0 || 1,576
|-
| ParticleData || 0 || 1
|-
| StageData || 529 || 949
|-
| SystemData || 0 || 1
|-
! colspan=3 | opening.bnr
|}
=== Regional Folders ===
Unlike SMG1, SMG2's language directories are located at /LocalizeData, rather than being located at the file system root. Like SMG1, each language directory has two subdirectories: LayoutData and MessageData.
{| class="textbox grid alt center" style="border:1px solid #aaa; margin: auto; text-align: center" rules=all
|- style=background:#ccccff
! colspan=3 | SMG2 Language Folders
|- style=background:white
! Region || Name
|-
| Taiwan || AsTradChinese
|-
| China (unreleased) || CnSimpChinese
|-
| China (unreleased) || CnTradChinese
|-
| Europe || EuDutch
|-
| Europe || EuEnglish
|-
| Europe || EuFrench
|-
| Europe || EuGerman
|-
| Europe || EuItalian
|-
| Europe || EuSpanish
|-
| Japan || JpJapanese
|-
| South Korea || KrKorean
|-
| USA || UsEnglish
|-
| USA || UsFrench
|-
| USA || UsSpanish
|}
72a2ecc28f4ad95ca1cdde0d0ff7575d70ba0fc1
/Debug
0
41
135
2022-08-19T01:44:37Z
GalaxyMaster
1
create page
wikitext
text/x-wiki
'''/Debug''' is a directory in both Super Mario Galaxy games. While empty in the released builds, it most likely contained files up until their removal during the preparation of the retail builds. This directory is not present at all in the [[Northport|Nvidia Shield release]] or the [[Super Mario 3D All-Stars|Super Mario 3D All-Stars build]].
== Possible contents ==
In the original version of Super Mario 3D All-Stars, two archives with identical content, DEBUG.arc and DEBUG.zst, exist in /StationedData/. These archives contain several files as documented below. It is unlikely that these files had any special relevance to the developers of Super Mario 3D All-Stars, meaning that they were likely leftover by the original developers, and may be what was in /Debug before being cleared.
=== actormsgstring.bin ===
=== actortypestring.bin ===
=== kanjifontnw4r.szs ===
=== luigiconst.h ===
=== marioconst.h ===
6d872bab9007f334baa6014aecb9ccfa06009a1b
MediaWiki:Vector.css
8
42
137
2022-08-19T02:12:59Z
Lord-Giganticus
4
Created page with "/* All CSS here will be loaded for users of the Vector skin */ .client-js.client-darkmode { background: #f6f6f6; }"
css
text/css
/* All CSS here will be loaded for users of the Vector skin */
.client-js.client-darkmode {
background: #f6f6f6;
}
041eaac8c6ee98943347c12087b19cf23e2516c0
144
137
2022-08-19T02:21:52Z
Lord-Giganticus
4
css
text/css
/* All CSS here will be loaded for users of the Vector skin */
.client-js.client-darkmode {
background: #f6f6f6;
}
/* Dark Mode fixes */
.client-js.client-darkmode .mw-wiki-logo {
filter: invert( 1 ) hue-rotate( 180deg )
}
ca16142d61a0a391d81c317b49754931fe0db97b
MediaWiki:Timeless.css
8
43
140
2022-08-19T02:18:56Z
Lord-Giganticus
4
Created page with "/* All CSS here will be loaded for users of the Timeless skin */ /* Dark Mode fixes */ .client-js.client-darkmode .mw-wiki-logo { filter: invert( 1 ) hue-rotate( 180deg ) }"
css
text/css
/* All CSS here will be loaded for users of the Timeless skin */
/* Dark Mode fixes */
.client-js.client-darkmode .mw-wiki-logo {
filter: invert( 1 ) hue-rotate( 180deg )
}
e0e90a2139698ee6965dfba00b061e43e649662e
141
140
2022-08-19T02:19:34Z
Lord-Giganticus
4
css
text/css
/* All CSS here will be loaded for users of the Timeless skin */
/* Dark Mode fixes */
.client-js.client-darkmode .mw-wiki-logo.timeless-logo {
filter: invert( 1 ) hue-rotate( 180deg )
}
a1609b5b1a030ed752b0e7fe550a3bec508e1829
142
141
2022-08-19T02:21:15Z
Lord-Giganticus
4
css
text/css
/* All CSS here will be loaded for users of the Timeless skin */
d316049833344521152b9667d29f66462060e468
User:Lord-Giganticus/vector-2022.css
2
44
145
2022-08-19T02:23:08Z
Lord-Giganticus
4
Created page with "/* Dark Mode fixes */ .client-js.client-darkmode .mw-wiki-logo { filter: invert( 1 ) hue-rotate( 180deg ) }"
css
text/css
/* Dark Mode fixes */
.client-js.client-darkmode .mw-wiki-logo {
filter: invert( 1 ) hue-rotate( 180deg )
}
0c1de930089246ace17d5a5cf3c56ef64eef0fe6
146
145
2022-08-19T02:24:06Z
Lord-Giganticus
4
Blanked the page
css
text/css
da39a3ee5e6b4b0d3255bfef95601890afd80709
MediaWiki:Vector-2022.css
8
45
147
2022-08-19T02:24:31Z
Lord-Giganticus
4
Created page with "/* Dark Mode fixes */ .client-js.client-darkmode .mw-wiki-logo { filter: invert( 1 ) hue-rotate( 180deg ) }"
css
text/css
/* Dark Mode fixes */
.client-js.client-darkmode .mw-wiki-logo {
filter: invert( 1 ) hue-rotate( 180deg )
}
0c1de930089246ace17d5a5cf3c56ef64eef0fe6
MediaWiki:Monobook.css
8
46
148
2022-08-19T02:24:54Z
Lord-Giganticus
4
Created page with "/* All CSS here will be loaded for users of the MonoBook skin */ /* Dark Mode fixes */ .client-js.client-darkmode .mw-wiki-logo { filter: invert( 1 ) hue-rotate( 180deg ) }"
css
text/css
/* All CSS here will be loaded for users of the MonoBook skin */
/* Dark Mode fixes */
.client-js.client-darkmode .mw-wiki-logo {
filter: invert( 1 ) hue-rotate( 180deg )
}
f3e8849a5b191514734a34e829c8adf0bc2b6d28
MediaWiki:Gadget-ReferenceTooltips.js
8
47
149
2022-08-19T02:47:47Z
GalaxyMaster
1
create
javascript
text/javascript
// See [[mw:Reference Tooltips]]
// Source https://en.wikipedia.org/wiki/MediaWiki:Gadget-ReferenceTooltips.js
( function () {
// enwiki settings
var REF_LINK_SELECTOR = '.reference, a[href^="#CITEREF"]',
COMMENTED_TEXT_CLASS = 'rt-commentedText',
COMMENTED_TEXT_SELECTOR = ( COMMENTED_TEXT_CLASS ? '.' + COMMENTED_TEXT_CLASS + ', ' : '') +
'abbr[title]';
mw.messages.set( {
'rt-settings': 'Reference Tooltips settings',
'rt-enable-footer': 'Enable Reference Tooltips',
'rt-settings-title': 'Reference Tooltips',
'rt-save': 'Save',
'rt-cancel': 'Cancel',
'rt-enable': 'Enable',
'rt-disable': 'Disable',
'rt-activationMethod': 'Tooltip appears when',
'rt-hovering': 'hovering',
'rt-clicking': 'clicking',
'rt-delay': 'Delay before the tooltip appears (in milliseconds)',
'rt-tooltipsForComments': 'Show tooltips over <span title="Tooltip example" class="' + ( COMMENTED_TEXT_CLASS || 'rt-commentedText' ) + '" style="border-bottom: 1px dotted; cursor: help;">text with a dotted underline</span> in Reference Tooltips style (allows to see such tooltips on devices with no mouse support)',
'rt-disabledNote': 'You can re-enable Reference Tooltips using a link in the footer of the page.',
'rt-done': 'Done',
'rt-enabled': 'Reference Tooltips are enabled'
} );
// "Global" variables
var SECONDS_IN_A_DAY = 60 * 60 * 24,
CLASSES = {
FADE_IN_DOWN: 'rt-fade-in-down',
FADE_IN_UP: 'rt-fade-in-up',
FADE_OUT_DOWN: 'rt-fade-out-down',
FADE_OUT_UP: 'rt-fade-out-up'
},
IS_TOUCHSCREEN = 'ontouchstart' in document.documentElement,
// Quite a rough check for mobile browsers, a mix of what is advised at
// https://stackoverflow.com/a/24600597 (sends to
// https://developer.mozilla.org/en-US/docs/Browser_detection_using_the_user_agent)
// and https://stackoverflow.com/a/14301832
IS_MOBILE = /Mobi|Android/i.test( navigator.userAgent ) ||
typeof window.orientation !== 'undefined',
CLIENT_NAME = $.client.profile().name,
settingsString, settings, enabled, delay, activatedByClick, tooltipsForComments, cursorWaitCss,
windowManager,
$body = $( document.body ),
$window = $( window );
function rt( $content ) {
// Popups gadget
if ( window.pg ) {
return;
}
var teSelector,
settingsDialogOpening = false;
function setSettingsCookie() {
mw.cookie.set(
'RTsettings',
Number( enabled ) + '|' + delay + '|' + Number( activatedByClick ) + '|' +
Number( tooltipsForComments ),
{ path: '/', expires: 90 * SECONDS_IN_A_DAY, prefix: '' }
);
}
function enableRt() {
enabled = true;
setSettingsCookie();
$( '.rt-enableItem' ).remove();
rt( $content );
mw.notify( mw.msg( 'rt-enabled' ) );
}
function disableRt() {
$content.find( teSelector ).removeClass( 'rt-commentedText' ).off( '.rt' );
$body.off( '.rt' );
$window.off( '.rt' );
}
function addEnableLink() {
// #footer-places – Vector
// #f-list – Timeless, Monobook, Modern
// parent of #footer li – Cologne Blue
var $footer = $( '#footer-places, #f-list' );
if ( !$footer.length ) {
$footer = $( '#footer li' ).parent();
}
$footer.append(
$( '<li>' )
.addClass( 'rt-enableItem' )
.append(
$( '<a>' )
.text( mw.msg( 'rt-enable-footer' ) )
.attr( 'href', 'javascript:' )
.click( function ( e ) {
e.preventDefault();
enableRt();
} )
)
);
}
function TooltippedElement( $element ) {
var tooltip,
events,
te = this;
function onStartEvent( e ) {
var showRefArgs;
if ( activatedByClick && te.type !== 'commentedText' && e.type !== 'contextmenu' ) {
e.preventDefault();
}
if ( !te.noRef ) {
showRefArgs = [ $( this ) ];
if ( te.type !== 'supRef' ) {
showRefArgs.push( e.pageX, e.pageY );
}
te.showRef.apply( te, showRefArgs );
}
}
function onEndEvent() {
if ( !te.noRef ) {
te.hideRef();
}
}
if ( !$element ) {
return;
}
// TooltippedElement.$element and TooltippedElement.$originalElement will be different when
// the first is changed after its cloned version is hovered in a tooltip
this.$element = $element;
this.$originalElement = $element;
if ( this.$element.is( REF_LINK_SELECTOR ) ) {
if ( this.$element.prop( 'tagName' ) === 'SUP' ) {
this.type = 'supRef';
} else {
this.type = 'harvardRef';
}
} else {
this.type = 'commentedText';
this.comment = this.$element.attr( 'title' );
if ( !this.comment ) {
return;
}
this.$element.addClass('rt-commentedText');
}
if ( activatedByClick ) {
events = {
'click.rt': onStartEvent
};
// Adds an ability to see tooltips for links
if ( this.type === 'commentedText' &&
( this.$element.closest( 'a' ).length ||
this.$element.has( 'a' ).length
)
) {
events[ 'contextmenu.rt' ] = onStartEvent;
}
} else {
events = {
'mouseenter.rt': onStartEvent,
'mouseleave.rt': onEndEvent
};
}
this.$element.on( events );
this.hideRef = function ( immediately ) {
clearTimeout( te.showTimer );
if ( this.type === 'commentedText' ) {
this.$element.attr( 'title', this.comment );
}
if ( this.tooltip && this.tooltip.isPresent ) {
if ( activatedByClick || immediately ) {
this.tooltip.hide();
} else {
this.hideTimer = setTimeout( function () {
te.tooltip.hide();
}, 200 );
}
} else if ( this.$ref && this.$ref.hasClass( 'rt-target' ) ) {
this.$ref.removeClass( 'rt-target' );
if ( activatedByClick ) {
$body.off( 'click.rt touchstart.rt', this.onBodyClick );
}
}
};
this.showRef = function ( $element, ePageX, ePageY ) {
// Popups gadget
if ( window.pg ) {
disableRt();
return;
}
if ( this.tooltip && !this.tooltip.$content.length ) {
return;
}
var tooltipInitiallyPresent = this.tooltip && this.tooltip.isPresent;
function reallyShow() {
var viewportTop, refOffsetTop, teHref;
if ( !te.$ref && !te.comment ) {
teHref = te.type === 'supRef' ?
te.$element.find( 'a' ).attr( 'href' ) :
te.$element.attr( 'href' ); // harvardRef
te.$ref = teHref &&
$( '#' + $.escapeSelector( teHref.slice( 1 ) ) );
if ( !te.$ref || !te.$ref.length || !te.$ref.text() ) {
te.noRef = true;
return;
}
}
if ( !tooltipInitiallyPresent && !te.comment ) {
viewportTop = $window.scrollTop();
refOffsetTop = te.$ref.offset().top;
if ( !activatedByClick &&
viewportTop < refOffsetTop &&
viewportTop + $window.height() > refOffsetTop + te.$ref.height() &&
// There can be gadgets/scripts that make references horizontally scrollable.
$window.width() > te.$ref.offset().left + te.$ref.width()
) {
// Highlight the reference itself
te.$ref.addClass( 'rt-target' );
return;
}
}
if ( !te.tooltip ) {
te.tooltip = new Tooltip( te );
if ( !te.tooltip.$content.length ) {
return;
}
}
// If this tooltip is called from inside another tooltip. We can't define it
// in the constructor since a ref can be cloned but have the same Tooltip object;
// so, Tooltip.parent is a floating value.
te.tooltip.parent = te.$element.closest( '.rt-tooltip' ).data( 'tooltip' );
if ( te.tooltip.parent && te.tooltip.parent.disappearing ) {
return;
}
te.tooltip.show();
if ( tooltipInitiallyPresent ) {
if ( te.tooltip.$element.hasClass( 'rt-tooltip-above' ) ) {
te.tooltip.$element.addClass( CLASSES.FADE_IN_DOWN );
} else {
te.tooltip.$element.addClass( CLASSES.FADE_IN_UP );
}
return;
}
te.tooltip.calculatePosition( ePageX, ePageY );
$window.on( 'resize.rt', te.onWindowResize );
}
// We redefine this.$element here because e.target can be a reference link inside
// a reference tooltip, not a link that was initially assigned to this.$element
this.$element = $element;
if ( this.type === 'commentedText' ) {
this.$element.attr( 'title', '' );
}
if ( activatedByClick ) {
if ( tooltipInitiallyPresent ||
( this.$ref && this.$ref.hasClass( 'rt-target' ) )
) {
return;
} else {
setTimeout( function () {
$body.on( 'click.rt touchstart.rt', te.onBodyClick );
}, 0 );
}
}
if ( activatedByClick || tooltipInitiallyPresent ) {
reallyShow();
} else {
this.showTimer = setTimeout( reallyShow, delay );
}
};
this.onBodyClick = function ( e ) {
if ( !te.tooltip && !(te.$ref && te.$ref.hasClass( 'rt-target' )) ) {
return;
}
var $current = $( e.target );
function contextMatchesParameter( parameter ) {
return this === parameter;
}
// The last condition is used to determine cases when a clicked tooltip is the current
// element's tooltip or one of its descendants
while ( $current.length &&
( !$current.hasClass( 'rt-tooltip' ) ||
!$current.data( 'tooltip' ) ||
!$current.data( 'tooltip' ).upToTopParent(
contextMatchesParameter, [ te.tooltip ],
true
)
)
) {
$current = $current.parent();
}
if ( !$current.length ) {
te.hideRef();
}
};
this.onWindowResize = function () {
te.tooltip.calculatePosition();
};
}
function Tooltip( te ) {
function openSettingsDialog() {
var settingsDialog, settingsWindow;
if ( cursorWaitCss ) {
cursorWaitCss.disabled = true;
}
function SettingsDialog() {
SettingsDialog.parent.call( this );
}
OO.inheritClass( SettingsDialog, OO.ui.ProcessDialog );
SettingsDialog.static.name = 'settingsDialog';
SettingsDialog.static.title = mw.msg( 'rt-settings-title' );
SettingsDialog.static.actions = [
{
modes: 'basic',
action: 'save',
label: mw.msg( 'rt-save' ),
flags: [ 'primary', 'progressive' ]
},
{
modes: 'basic',
label: mw.msg( 'rt-cancel' ),
flags: 'safe'
},
{
modes: 'disabled',
action: 'deactivated',
label: mw.msg( 'rt-done' ),
flags: [ 'primary', 'progressive' ]
}
];
SettingsDialog.prototype.initialize = function () {
var dialog = this;
SettingsDialog.parent.prototype.initialize.apply( this, arguments );
this.enableOption = new OO.ui.RadioOptionWidget( {
label: mw.msg( 'rt-enable' )
} );
this.disableOption = new OO.ui.RadioOptionWidget( {
label: mw.msg( 'rt-disable' )
} );
this.enableSelect = new OO.ui.RadioSelectWidget( {
items: [ this.enableOption, this.disableOption ],
classes: [ 'rt-enableSelect' ]
} );
this.enableSelect.selectItem( this.enableOption );
this.enableSelect.on( 'choose', function ( item ) {
if ( item === dialog.disableOption ) {
dialog.activationMethodSelect.setDisabled( true );
dialog.delayInput.setDisabled( true );
dialog.tooltipsForCommentsCheckbox.setDisabled( true );
} else {
dialog.activationMethodSelect.setDisabled( false );
dialog.delayInput.setDisabled( dialog.clickOption.isSelected() );
dialog.tooltipsForCommentsCheckbox.setDisabled( false );
}
} );
this.hoverOption = new OO.ui.RadioOptionWidget( {
label: mw.msg( 'rt-hovering' )
} );
this.clickOption = new OO.ui.RadioOptionWidget( {
label: mw.msg( 'rt-clicking' )
} );
this.activationMethodSelect = new OO.ui.RadioSelectWidget( {
items: [ this.hoverOption, this.clickOption ]
} );
this.activationMethodSelect.selectItem( activatedByClick ?
this.clickOption :
this.hoverOption
);
this.activationMethodSelect.on( 'choose', function ( item ) {
if ( item === dialog.clickOption ) {
dialog.delayInput.setDisabled( true );
} else {
dialog.delayInput.setDisabled( dialog.clickOption.isSelected() );
}
} );
this.activationMethodField = new OO.ui.FieldLayout( this.activationMethodSelect, {
label: mw.msg( 'rt-activationMethod' ),
align: 'top'
} );
this.delayInput = new OO.ui.NumberInputWidget( {
input: { value: delay },
step: 50,
min: 0,
max: 5000,
disabled: activatedByClick,
classes: [ 'rt-numberInput' ]
} );
this.delayField = new OO.ui.FieldLayout( this.delayInput, {
label: mw.msg( 'rt-delay' ),
align: 'top'
} );
this.tooltipsForCommentsCheckbox = new OO.ui.CheckboxInputWidget( {
selected: tooltipsForComments
} );
this.tooltipsForCommentsField = new OO.ui.FieldLayout(
this.tooltipsForCommentsCheckbox,
{
label: new OO.ui.HtmlSnippet( mw.msg( 'rt-tooltipsForComments' ) ),
align: 'inline',
classes: [ 'rt-tooltipsForCommentsField' ]
}
);
new TooltippedElement(
this.tooltipsForCommentsField.$element.find(
'.' + ( COMMENTED_TEXT_CLASS || 'rt-commentedText' )
)
);
this.fieldset = new OO.ui.FieldsetLayout();
this.fieldset.addItems( [
this.activationMethodField,
this.delayField,
this.tooltipsForCommentsField
] );
this.panelSettings = new OO.ui.PanelLayout( {
padded: true,
expanded: false
} );
this.panelSettings.$element.append(
this.enableSelect.$element,
$( '<hr>' ).addClass( 'rt-settingsFormSeparator' ),
this.fieldset.$element
);
this.panelDisabled = new OO.ui.PanelLayout( {
padded: true,
expanded: false
} );
this.panelDisabled.$element.append(
$( '<table>' )
.addClass( 'rt-disabledHelp' )
.append(
$( '<tr>' ).append(
$( '<td>' ).append(
$( '<img>' ).attr( 'src', 'https://en.wikipedia.org/w/load.php?modules=ext.popups.images&image=footer&format=rasterized&lang=ru&skin=vector&version=0uotisb' )
),
$( '<td>' )
.addClass( 'rt-disabledNote' )
.text( mw.msg( 'rt-disabledNote' ) )
)
)
);
this.stackLayout = new OO.ui.StackLayout( {
items: [ this.panelSettings, this.panelDisabled ]
} );
this.$body.append( this.stackLayout.$element );
};
SettingsDialog.prototype.getSetupProcess = function ( data ) {
return SettingsDialog.parent.prototype.getSetupProcess.call( this, data )
.next( function () {
this.stackLayout.setItem( this.panelSettings );
this.actions.setMode( 'basic' );
}, this );
};
SettingsDialog.prototype.getActionProcess = function ( action ) {
var dialog = this;
if ( action === 'save' ) {
return new OO.ui.Process( function () {
var newDelay = Number( dialog.delayInput.getValue() );
enabled = dialog.enableOption.isSelected();
if ( newDelay >= 0 && newDelay <= 5000 ) {
delay = newDelay;
}
activatedByClick = dialog.clickOption.isSelected();
tooltipsForComments = dialog.tooltipsForCommentsCheckbox.isSelected();
setSettingsCookie();
if ( enabled ) {
dialog.close();
disableRt();
rt( $content );
} else {
dialog.actions.setMode( 'disabled' );
dialog.stackLayout.setItem( dialog.panelDisabled );
disableRt();
addEnableLink();
}
} );
} else if ( action === 'deactivated' ) {
dialog.close();
}
return SettingsDialog.parent.prototype.getActionProcess.call( this, action );
};
SettingsDialog.prototype.getBodyHeight = function () {
return this.stackLayout.getCurrentItem().$element.outerHeight( true );
};
tooltip.upToTopParent( function adjustRightAndHide() {
if ( this.isPresent ) {
if ( this.$element[ 0 ].style.right ) {
this.$element.css(
'right',
'+=' + ( window.innerWidth - $window.width() )
);
}
this.te.hideRef( true );
}
} );
if ( !windowManager ) {
windowManager = new OO.ui.WindowManager();
$body.append( windowManager.$element );
}
settingsDialog = new SettingsDialog();
windowManager.addWindows( [ settingsDialog ] );
settingsWindow = windowManager.openWindow( settingsDialog );
settingsWindow.opened.then( function () {
settingsDialogOpening = false;
} );
settingsWindow.closed.then( function () {
windowManager.clearWindows();
} );
}
var tooltip = this;
// This variable can change: one tooltip can be called from a harvard-style reference link
// that is put into different tooltips
this.te = te;
switch ( this.te.type ) {
case 'supRef':
this.id = 'rt-' + this.te.$originalElement.attr( 'id' );
this.$content = this.te.$ref
.contents()
.filter( function ( i ) {
var $this = $( this );
return this.nodeType === Node.TEXT_NODE ||
!( $this.is( '.mw-cite-backlink' ) ||
( i === 0 &&
// Template:Cnote, Template:Note
( $this.is( 'b' ) ||
// Template:Note_label
$this.is( 'a' ) &&
$this.attr( 'href' ).indexOf( '#ref' ) === 0
)
)
);
} )
.clone( true );
break;
case 'harvardRef':
this.id = 'rt-' + this.te.$originalElement.closest( 'li' ).attr( 'id' );
this.$content = this.te.$ref
.clone( true )
.removeAttr( 'id' );
break;
case 'commentedText':
this.id = 'rt-' + String( Math.random() ).slice( 2 );
this.$content = $( document.createTextNode( this.te.comment ) );
break;
}
if ( !this.$content.length ) {
return;
}
this.insideWindow = Boolean( this.te.$element.closest( '.oo-ui-window' ).length );
this.$element = $( '<div>' )
.addClass( 'rt-tooltip' )
.attr( 'id', this.id )
.attr( 'role', 'tooltip' )
.data( 'tooltip', this );
if ( this.insideWindow ) {
this.$element.addClass( 'rt-tooltip-insideWindow' );
}
// We need the $content interlayer here in order for the settings icon to have correct
// margins
this.$content = this.$content
.wrapAll( '<div>' )
.parent()
.addClass( 'rt-tooltipContent' )
.addClass( 'mw-parser-output' )
.appendTo( this.$element );
if ( !activatedByClick ) {
this.$element
.mouseenter( function () {
if ( !tooltip.disappearing ) {
tooltip.upToTopParent( function () {
this.show();
} );
}
} )
.mouseleave( function ( e ) {
// https://stackoverflow.com/q/47649442 workaround. Relying on relatedTarget
// alone has pitfalls: when alt-tabbing, relatedTarget is empty too
if ( CLIENT_NAME !== 'chrome' ||
( !e.originalEvent ||
e.originalEvent.relatedTarget !== null ||
!tooltip.clickedTime ||
$.now() - tooltip.clickedTime > 50
)
) {
tooltip.upToTopParent( function () {
this.te.hideRef();
} );
}
} )
.click( function () {
tooltip.clickedTime = $.now();
} );
}
if ( !this.insideWindow ) {
$( '<div>' )
.addClass( 'rt-settingsLink' )
.attr( 'title', mw.msg( 'rt-settings' ) )
.click( function () {
if ( settingsDialogOpening ) {
return;
}
settingsDialogOpening = true;
if ( mw.loader.getState( 'oojs-ui' ) !== 'ready' ) {
if ( cursorWaitCss ) {
cursorWaitCss.disabled = false;
} else {
cursorWaitCss = mw.util.addCSS( 'body { cursor: wait; }' );
}
}
mw.loader.using( [ 'oojs', 'oojs-ui' ], openSettingsDialog );
} )
.prependTo( this.$content );
}
// Tooltip tail element is inside tooltip content element in order for the tooltip
// not to disappear when the mouse is above the tail
this.$tail = $( '<div>' )
.addClass( 'rt-tooltipTail' )
.prependTo( this.$element );
this.disappearing = false;
this.show = function () {
this.disappearing = false;
clearTimeout( this.te.hideTimer );
clearTimeout( this.te.removeTimer );
this.$element
.removeClass( CLASSES.FADE_OUT_DOWN )
.removeClass( CLASSES.FADE_OUT_UP );
if ( !this.isPresent ) {
$body.append( this.$element );
}
this.isPresent = true;
};
this.hide = function () {
var tooltip = this;
tooltip.disappearing = true;
if ( tooltip.$element.hasClass( 'rt-tooltip-above' ) ) {
tooltip.$element
.removeClass( CLASSES.FADE_IN_DOWN )
.addClass( CLASSES.FADE_OUT_UP );
} else {
tooltip.$element
.removeClass( CLASSES.FADE_IN_UP )
.addClass( CLASSES.FADE_OUT_DOWN );
}
tooltip.te.removeTimer = setTimeout( function () {
if ( tooltip.isPresent ) {
tooltip.$element.detach();
tooltip.$tail.css( 'left', '' );
if ( activatedByClick ) {
$body.off( 'click.rt touchstart.rt', tooltip.te.onBodyClick );
}
$window.off( 'resize.rt', tooltip.te.onWindowResize );
tooltip.isPresent = false;
}
}, 200 );
};
this.calculatePosition = function ( ePageX, ePageY ) {
var teElement, teOffsets, teOffset, tooltipTailOffsetX, tooltipTailLeft,
offsetYCorrection = 0;
this.$tail.css( 'left', '' );
teElement = this.te.$element.get( 0 );
if ( ePageX !== undefined ) {
tooltipTailOffsetX = ePageX;
teOffsets = teElement.getClientRects &&
teElement.getClientRects() ||
teElement.getBoundingClientRect();
if ( teOffsets.length > 1 ) {
for (var i = teOffsets.length - 1; i >= 0; i--) {
if ( ePageY >= Math.round( $window.scrollTop() + teOffsets[i].top ) &&
ePageY <= Math.round(
$window.scrollTop() + teOffsets[i].top + teOffsets[i].height
)
) {
teOffset = teOffsets[i];
}
}
}
}
if ( !teOffset ) {
teOffset = teElement.getClientRects &&
teElement.getClientRects()[0] ||
teElement.getBoundingClientRect();
}
teOffset = {
top: $window.scrollTop() + teOffset.top,
left: $window.scrollLeft() + teOffset.left,
width: teOffset.width,
height: teOffset.height
};
if ( !tooltipTailOffsetX ) {
tooltipTailOffsetX = ( teOffset.left * 2 + teOffset.width ) / 2;
}
if ( CLIENT_NAME === 'msie' && this.te.type === 'supRef' ) {
offsetYCorrection = -Number(
this.te.$element.parent().css( 'font-size' ).replace( 'px', '' )
) / 2;
}
this.$element.css( {
top: teOffset.top - this.$element.outerHeight() - 7 + offsetYCorrection,
left: tooltipTailOffsetX - 20,
right: ''
} );
// Is it squished against the right side of the page?
if ( this.$element.offset().left + this.$element.outerWidth() > $window.width() - 1 ) {
this.$element.css( {
left: '',
right: 0
} );
tooltipTailLeft = tooltipTailOffsetX - this.$element.offset().left - 5;
}
// Is a part of it above the top of the screen?
if ( teOffset.top < this.$element.outerHeight() + $window.scrollTop() + 6 ) {
this.$element
.removeClass( 'rt-tooltip-above' )
.addClass( 'rt-tooltip-below' )
.addClass( CLASSES.FADE_IN_UP )
.css( {
top: teOffset.top + teOffset.height + 9 + offsetYCorrection
} );
if ( tooltipTailLeft ) {
this.$tail.css( 'left', ( tooltipTailLeft + 12 ) + 'px' );
}
} else {
this.$element
.removeClass( 'rt-tooltip-below' )
.addClass( 'rt-tooltip-above' )
.addClass( CLASSES.FADE_IN_DOWN )
// A fix for cases when a tooltip shown once is then wrongly positioned when it
// is shown again after a window resize. We just repeat what is above.
.css( {
top: teOffset.top - this.$element.outerHeight() - 7 + offsetYCorrection
} );
if ( tooltipTailLeft ) {
// 12 is the tail element width/height
this.$tail.css( 'left', tooltipTailLeft + 'px' );
}
}
};
// Run some function for all the tooltips up to the top one in a tree. Its context will be
// the tooltip, while its parameters may be passed to Tooltip.upToTopParent as an array
// in the second parameter. If the third parameter passed to ToolTip.upToTopParent is true,
// the execution stops when the function in question returns true for the first time,
// and ToolTip.upToTopParent returns true as well.
this.upToTopParent = function ( func, parameters, stopAtTrue ) {
var returnValue,
currentTooltip = this;
do {
returnValue = func.apply( currentTooltip, parameters );
if ( stopAtTrue && returnValue ) {
break;
}
} while ( currentTooltip = currentTooltip.parent );
if ( stopAtTrue ) {
return returnValue;
}
};
}
if ( !enabled ) {
addEnableLink();
return;
}
teSelector = REF_LINK_SELECTOR;
if ( tooltipsForComments ) {
teSelector += ', ' + COMMENTED_TEXT_SELECTOR;
}
$content.find( teSelector ).each( function () {
new TooltippedElement( $( this ) );
} );
}
settingsString = mw.cookie.get( 'RTsettings', '' );
if ( settingsString ) {
settings = settingsString.split( '|' );
enabled = Boolean( Number( settings[ 0 ] ) );
delay = Number( settings[ 1 ] );
activatedByClick = Boolean( Number( settings[ 2 ] ) );
// The forth value was added later, so we provide for a default value. See comments below
// for why we use "IS_TOUCHSCREEN && IS_MOBILE".
tooltipsForComments = settings[ 3 ] === undefined ?
IS_TOUCHSCREEN && IS_MOBILE :
Boolean( Number( settings[ 3 ] ) );
} else {
enabled = true;
delay = 200;
// Since the mobile browser check is error-prone, adding IS_MOBILE condition here would probably
// leave cases where a user interacting with the browser using touches doesn't know how to call
// a tooltip in order to switch to activation by click. Some touch-supporting laptop users
// interacting by touch (though probably not the most popular use case) would not be happy too.
activatedByClick = IS_TOUCHSCREEN;
// Arguably we shouldn't convert native tooltips into gadget tooltips for devices that have
// mouse support, even if they have touchscreens (there are laptops with touchscreens).
// IS_TOUCHSCREEN check here is for reliability, since the mobile check is prone to false
// positives.
tooltipsForComments = IS_TOUCHSCREEN && IS_MOBILE;
}
mw.hook( 'wikipage.content' ).add( rt );
}() );
6c5041836757d6626123479b5ae2ee999e87844c
MediaWiki:Gadget-ReferenceTooltips.css
8
48
150
2022-08-19T02:48:36Z
GalaxyMaster
1
create
css
text/css
/* See [[mw:Reference Tooltips]] */
.rt-tooltip {
position: absolute;
z-index: 100;
max-width: 350px;
background: #fff;
color: #222;
font-size: 13px;
line-height: 1.5em;
border: 1px solid #c8ccd1;
border-radius: 3px;
box-shadow: 0 15px 45px -10px rgba(0, 0, 0, 0.3);
overflow-wrap: break-word;
}
.rt-tooltip.rt-tooltip-insideWindow {
z-index: 110;
}
.rt-tooltipContent {
padding: 8px 11px;
}
.rt-tooltip-above .rt-tooltipContent {
margin-bottom: -8px;
padding-bottom: 16px;
}
.rt-tooltip-below .rt-tooltipContent {
margin-top: -10px;
padding-top: 18px;
}
.rt-tooltipTail,
.rt-tooltipTail:after {
position: absolute;
width: 12px;
height: 12px;
}
.rt-tooltipTail {
background: linear-gradient(to top right, #c8ccd1 50%, rgba(0, 0, 0, 0) 50%);
}
.rt-tooltipTail:after {
content: "";
background: #fff;
bottom: 1px;
left: 1px;
}
.rt-tooltip-above .rt-tooltipTail {
transform: rotate(-45deg);
transform-origin: 100% 100%;
bottom: 0;
left: 15px;
}
.rt-tooltip-below .rt-tooltipTail {
transform: rotate(135deg);
transform-origin: 0 0;
top: 0;
left: 27px;
}
.rt-settingsLink {
background-image: url(data:image/svg+xml,%3C%3Fxml%20version%3D%221.0%22%20encoding%3D%22utf-8%22%3F%3E%0D%0A%3Csvg%20xmlns%3D%22http%3A%2F%2Fwww.w3.org%2F2000%2Fsvg%22%20viewBox%3D%220%200%2024%2024%22%3E%0D%0A%20%20%20%20%3Cpath%20fill%3D%22%23555%22%20d%3D%22M20%2014.5v-2.9l-1.8-.3c-.1-.4-.3-.8-.6-1.4l1.1-1.5-2.1-2.1-1.5%201.1c-.5-.3-1-.5-1.4-.6L13.5%205h-2.9l-.3%201.8c-.5.1-.9.3-1.4.6L7.4%206.3%205.3%208.4l1%201.5c-.3.5-.4.9-.6%201.4l-1.7.2v2.9l1.8.3c.1.5.3.9.6%201.4l-1%201.5%202.1%202.1%201.5-1c.4.2.9.4%201.4.6l.3%201.8h3l.3-1.8c.5-.1.9-.3%201.4-.6l1.5%201.1%202.1-2.1-1.1-1.5c.3-.5.5-1%20.6-1.4l1.5-.3zM12%2016c-1.7%200-3-1.3-3-3s1.3-3%203-3%203%201.3%203%203-1.3%203-3%203z%22%2F%3E%0D%0A%3C%2Fsvg%3E);
float: right;
cursor: pointer;
margin: -4px -4px 0 8px;
height: 24px;
width: 24px;
border-radius: 2px;
background-position: center center;
background-repeat: no-repeat;
background-size: 24px 24px;
}
.rt-settingsLink:hover {
background-color: #eee;
}
.rt-target {
background-color: #def;
}
.rt-enableSelect {
font-weight: bold;
}
.rt-settingsFormSeparator {
margin: 0.85714286em 0;
}
.rt-numberInput.rt-numberInput {
width: 150px;
}
.rt-tooltipsForCommentsField.rt-tooltipsForCommentsField.rt-tooltipsForCommentsField {
margin-top: 1.64285714em;
}
.rt-disabledHelp {
border-collapse: collapse;
}
.rt-disabledHelp td {
padding: 0;
}
.rt-disabledNote.rt-disabledNote {
vertical-align: bottom;
padding-left: 0.36em;
font-weight: bold;
}
@keyframes rt-fade-in-up {
0% {
opacity: 0;
transform: translate(0, 20px)
}
100% {
opacity: 1;
transform: translate(0, 0)
}
}
@keyframes rt-fade-in-down {
0% {
opacity: 0;
transform: translate(0, -20px)
}
100% {
opacity: 1;
transform: translate(0, 0)
}
}
@keyframes rt-fade-out-down {
0% {
opacity: 1;
transform: translate(0, 0)
}
100% {
opacity: 0;
transform: translate(0, 20px)
}
}
@keyframes rt-fade-out-up {
0% {
opacity: 1;
transform: translate(0, 0)
}
100% {
opacity: 0;
transform: translate(0, -20px)
}
}
.rt-fade-in-up {
animation: rt-fade-in-up 0.2s ease forwards
}
.rt-fade-in-down {
animation: rt-fade-in-down 0.2s ease forwards
}
.rt-fade-out-down {
animation: rt-fade-out-down 0.2s ease forwards
}
.rt-fade-out-up {
animation: rt-fade-out-up 0.2s ease forwards
}
73c1445aac1536dcc5a6e57de04b96dbb6b5f7c8
MediaWiki:Gadgets-definition
8
49
151
2022-08-19T02:50:40Z
GalaxyMaster
1
create
wikitext
text/x-wiki
== browsing ==
* ReferenceTooltips[ResourceLoader|default|type=general|dependencies=mediawiki.cookie,jquery.client]|ReferenceTooltips.js|ReferenceTooltips.css
d4061a68531ac0ca9d8722ceb0206d5886e8038a
152
151
2022-08-19T02:51:51Z
GalaxyMaster
1
wikitext
text/x-wiki
== browsing ==
* ReferenceTooltips[ResourceLoader|default|type=general]|ReferenceTooltips.js|ReferenceTooltips.css
b226f68d748918331431a267831792941bec841c
MediaWiki:Gadget-ReferenceTooltips
8
50
153
2022-08-19T02:52:23Z
GalaxyMaster
1
create
wikitext
text/x-wiki
<sup><abbr title="{{int:gadgets-default}}">(D)</abbr></sup> [[mw:Reference Tooltips|Reference Tooltips]]: hover over inline citations to see reference information without moving away from the article text (does not work if "Navigation popups" is enabled above)
1beef3b43d4093316ffcaac3797385a0b827e5a5
File system
0
40
155
154
2022-08-19T04:11:35Z
Lord-Giganticus
4
Reverted edits by [[Special:Contributions/GalaxyMaster|GalaxyMaster]] ([[User talk:GalaxyMaster|talk]]) to last revision by [[User:Lord-Giganticus|Lord-Giganticus]]
wikitext
text/x-wiki
__TOC__
== SMG1 ==
{| class="textbox grid alt center" style="border:1px solid #aaa; margin: auto; text-align: center" rules=all
|- style=background:#ccccff
! colspan=3 | SMG1 Filesystem
|- style=background:white
! Name !! Number of Subdirs !! Number of Files
|-
| AllTargetAddressMap || 0 || 0
|-
| AllTargetModuleData || 0 || 0
|-
| AudioRes || 5 || 1
|-
| Debug || 0 || 0
|-
| HomeButton2 || 0 || 3
|-
| LayoutData || 0 || 92
|-
| MapPartsData || 0 || 0
|-
| ModuleData || 0 || 2
|-
| MovieData || 0 || 9
|-
| ObjectData || 0 || 1,844
|-
| ParticleData || 0 || 1
|-
| StageData || 48 || 279
|-
| SystemData || 0 || 0
|-
! colspan=3 | opening.bnr
|}
=== Regional folders ===
{| class="textbox grid alt center" style="border:1px solid #aaa; margin: auto; text-align: center" rules=all
|- style=background:#ccccff
! colspan=3 | SMG1 Language Folders
|- style=background:white
! Region || Name || Present in game files
|-
| China || CnSimpChinese || Yes (Nvida Release)
|-
| Europe || EuDutch || Yes
|-
| Europe || EuEnglish || Yes
|-
| Europe || EuFrench || Yes
|-
| Europe || EuGerman || Yes
|-
| Europe || EuItalian || Yes
|-
| Europe || EuSpanish || Yes
|-
| Japan || JpJapanese || Yes
|-
| South Korea || KrKorean || Yes
|-
| USA || UsEnglish || Yes
|-
| USA || UsFrench || Yes
|-
| USA || UsSpanish || Yes
|}
== SMG2 ==
{| class="textbox grid alt center" style="border:1px solid #aaa; margin: auto; text-align: center" rules=all
|- style=background:#ccccff
! colspan=3 | SMG2 Filesystem
|- style=background:white
! Name !! Number of Subdirs !! Number of Files
|-
| AllTargetAddressMap || 0 || 0
|-
| AllTargetModuleData || 0 || 0
|-
| AudioRes || 5 || 714
|-
| Debug || 0 || 0
|-
| HomeButton2 || 0 || 3
|-
| LayoutData || 0 || 89
|-
| LightData || 0 || 1
|-
| LocalizeData || '''VARIES''' || '''VARIES'''
|-
| MapPartsData || 0 || 0
|-
| ModuleData || 0 || 2
|-
| ObjectData || 0 || 1,576
|-
| ParticleData || 0 || 1
|-
| StageData || 529 || 949
|-
| SystemData || 0 || 1
|-
! colspan=3 | opening.bnr
|}
=== Regional Folders ===
Unlike SMG1, SMG2's region specific folders are placed in LocalizeData with 2 subdirs just like SMG1.
{| class="textbox grid alt center" style="border:1px solid #aaa; margin: auto; text-align: center" rules=all
|- style=background:#ccccff
! colspan=3 | SMG2 Language Folders
|- style=background:white
! Region || Name || Present in game files
|-
| Taiwan || AsTradChinese || Yes
|-
| Chinese || CnSimpChinese || No
|-
| Chinese || CnTradChinese || No
|-
| Europe || EuDutch || Yes
|-
| Europe || EuEnglish || Yes
|-
| Europe || EuFrench || Yes
|-
| Europe || EuGerman || Yes
|-
| Europe || EuItalian || Yes
|-
| Europe || EuSpanish || Yes
|-
| Japan || JpJapanese || Yes
|-
| South Korea || KrKorean || Yes
|-
| USA || UsEnglish || Yes
|-
| USA || UsFrench || Yes
|-
| USA || UsSpanish || Yes
|}
0345ff0f35b867b03731aca8dab40a60e6b42567
159
155
2022-08-19T19:32:44Z
GalaxyMaster
1
Reverted edits by [[Special:Contributions/Lord-Giganticus|Lord-Giganticus]] ([[User talk:Lord-Giganticus|talk]]) to last revision by [[User:GalaxyMaster|GalaxyMaster]]
wikitext
text/x-wiki
__TOC__
== SMG1 ==
{| class="textbox grid alt center" style="border:1px solid #aaa; margin: auto; text-align: center" rules=all
|- style=background:#ccccff
! colspan=3 | SMG1 Filesystem
|- style=background:white
! Name !! Number of Subdirs !! Number of Files
|-
| AllTargetAddressMap || 0 || 0
|-
| AllTargetModuleData || 0 || 0
|-
| AudioRes || 5 || 1
|-
| Debug || 0 || 0
|-
| HomeButton2 || 0 || 3
|-
| LayoutData || 0 || 92
|-
| MapPartsData || 0 || 0
|-
| ModuleData || 0 || 2
|-
| MovieData || 0 || 9
|-
| ObjectData || 0 || 1,844
|-
| ParticleData || 0 || 1
|-
| StageData || 48 || 279
|-
| SystemData || 0 || 0
|-
! colspan=3 | opening.bnr
|}
=== Regional folders ===
{| class="textbox grid alt center" style="border:1px solid #aaa; margin: auto; text-align: center" rules=all
|- style=background:#ccccff
! colspan=3 | SMG1 Language Folders
|- style=background:white
! Region || Name
|-
| China (Nvidia Shield) || CnSimpChinese
|-
| Europe || EuDutch
|-
| Europe || EuEnglish
|-
| Europe || EuFrench
|-
| Europe || EuGerman
|-
| Europe || EuItalian
|-
| Europe || EuSpanish
|-
| Japan || JpJapanese
|-
| South Korea || KrKorean
|-
| USA || UsEnglish
|-
| USA || UsFrench
|-
| USA || UsSpanish
|}
== SMG2 ==
{| class="textbox grid alt center" style="border:1px solid #aaa; margin: auto; text-align: center" rules=all
|- style=background:#ccccff
! colspan=3 | SMG2 Filesystem
|- style=background:white
! Name !! Number of Subdirs !! Number of Files
|-
| AllTargetAddressMap || 0 || 0
|-
| AllTargetModuleData || 0 || 0
|-
| AudioRes || 5 || 714
|-
| Debug || 0 || 0
|-
| HomeButton2 || 0 || 3
|-
| LayoutData || 0 || 89
|-
| LightData || 0 || 1
|-
| LocalizeData || '''VARIES''' || '''VARIES'''
|-
| MapPartsData || 0 || 0
|-
| ModuleData || 0 || 2
|-
| ObjectData || 0 || 1,576
|-
| ParticleData || 0 || 1
|-
| StageData || 529 || 949
|-
| SystemData || 0 || 1
|-
! colspan=3 | opening.bnr
|}
=== Regional Folders ===
Unlike SMG1, SMG2's language directories are located at /LocalizeData, rather than being located at the file system root. Like SMG1, each language directory has two subdirectories: LayoutData and MessageData.
{| class="textbox grid alt center" style="border:1px solid #aaa; margin: auto; text-align: center" rules=all
|- style=background:#ccccff
! colspan=3 | SMG2 Language Folders
|- style=background:white
! Region || Name
|-
| Taiwan || AsTradChinese
|-
| China (unreleased) || CnSimpChinese
|-
| China (unreleased) || CnTradChinese
|-
| Europe || EuDutch
|-
| Europe || EuEnglish
|-
| Europe || EuFrench
|-
| Europe || EuGerman
|-
| Europe || EuItalian
|-
| Europe || EuSpanish
|-
| Japan || JpJapanese
|-
| South Korea || KrKorean
|-
| USA || UsEnglish
|-
| USA || UsFrench
|-
| USA || UsSpanish
|}
72a2ecc28f4ad95ca1cdde0d0ff7575d70ba0fc1
Main Page
0
1
156
100
2022-08-19T06:03:53Z
GalaxyMaster
1
wikitext
text/x-wiki
Welcome to the '''''Mario Galaxy'' Wiki'''! This Wiki is dedicated to '''''Super Mario Galaxy''''' and '''''Super Mario Galaxy 2''''' (collectively '''''the'' Super Mario Galaxy ''games''''', as used throughout the Wiki). This Wiki covers anything and everything about these games, ranging from playing strategies and mods, to glitches, to little known stories about the games' development. All the bits and bytes that make these games the true marvels that they are.
Enjoy your time here reading and learning about the two best games in the Galaxy!
[[Special:AllPages|List of pages]]
[[File:Main Page picture.jpg|center]]
fe5715729faf6a17478a2594a08022ef7ca00695
Super Mario 3D All-Stars
0
34
157
136
2022-08-19T06:17:37Z
GalaxyMaster
1
/* Credits */
wikitext
text/x-wiki
'''''Super Mario 3D All-Stars''''' is a collection of three 3D Mario games for the Nintendo Switch. These games are Super Mario 64, Super Mario Sunshine, and, most significantly, Super Mario Galaxy 1.
== Super Mario Galaxy port ==
The older two games in Super Mario 3D All-Stars are fully emulated. Super Mario Galaxy relies on emulated graphics and sound; however, its code has been compiled natively and is linked directly with ''hagi'', the GameCube and Wii emulator used for it and Super Mario Sunshine. Despite them both emulating the same consoles and targeting the same Tegra X1 SoC, there is no relation between hagi/the Super Mario Galaxy Switch port and lingcod, the GameCube and Wii emulator developed by Nvidia and bundled with their releases of various Chinese localized Wii games for the Nvidia Shield.
hagi/the Super Mario Galaxy Switch build use the cross-platform Vulkan 3D graphics API, rather than Nintendo's custom Switch specific graphics API used for most Switch games.
=== Files ===
Super Mario Galaxy's binary files are little endian, as opposed to big endian in every previously released build. This allows for the Switch to process them natively, as its CPU is little endian. This has demonstrated to be an inconvenience to modders as few of their tools support little endian files. However, the little endian files can be compared to the big endian files of the Wii releases to determine the size of every datum within them.
=== Unused content ===
To save space, most of the game's [[unused content]] was removed. It's possible that a tool was developed to search for which objects do not exist in any stages, or it's possible that an existing reference like ''The Cutting Room Floor'' was used.
== Development ==
Super Mario 3D All-Stars was developed by Nintendo EPD Production Group No. 8 and Nintendo European Research & Development (NERD). Nintendo EPD Production Group No. 8, under its former name of [[Nintendo EAD Tokyo]], is the original developer of the two Super Mario Galaxy games.
One theory regarding the development of Super Mario 3D All-Stars posits that NERD developed the ports/emulator bundles of the games for a Windows or Linux system, then gave their work to Nintendo EPD who ported it to the Switch. This would explain the use of Vulkan rather than Nintendo's custom Switch specific graphics API, and the presence of a keyboard controller mapping file in the release.
=== Credits ===
Only one individual, Kenta Motokura, is officially credited for the development of Super Mario 3D All-Stars. Motokura is credited as producer. At the time of Super Mario 3D All-Stars' release, Motokura was an assistant manager at EPD Production Group No. 8 and the main director of the 3D Mario series. Motokura was involved with the original development of both Super Mario Galaxy games, and his name can be seen in several empty directories in Super Mario Galaxy 2's [[/StageData]].
2eaa88b710b073c95ebb875fa48f4f32c6bca403
166
157
2022-08-27T22:41:12Z
GalaxyMaster
1
wikitext
text/x-wiki
'''''Super Mario 3D All-Stars''''' is a collection of three 3D Mario games for the Nintendo Switch. These games are Super Mario 64, Super Mario Sunshine, and, most significantly, Super Mario Galaxy 1.
== Super Mario Galaxy port ==
The older two games in Super Mario 3D All-Stars are fully emulated. Super Mario Galaxy relies on emulated graphics and sound; however, its code has been compiled natively and is linked directly with ''hagi'', the GameCube and Wii emulator used for it and Super Mario Sunshine. There is no definitive answer as to why Super Mario Galaxy was partially ported whereas Super Mario Sunshine is fully emulated. Performance may have been a factor in that decision, especially since Super Mario Galaxy runs at twice the frame rate of Super Mario Sunshine.
Despite them both emulating the same consoles and targeting the same Tegra X1 SoC, there is no relation between hagi/the Super Mario Galaxy Switch port and lingcod, the GameCube and Wii emulator developed by Nvidia and bundled with their releases of various Chinese localized Wii games for the Nvidia Shield.
hagi/the Super Mario Galaxy Switch build use the cross-platform Vulkan 3D graphics API, rather than Nintendo's custom Switch specific graphics API used for most Switch games.
=== Files ===
Super Mario Galaxy's binary files are little endian, as opposed to big endian in every previously released build. This allows for the Switch to process them natively, as its CPU is little endian. This has demonstrated to be an inconvenience to modders as few of their tools support little endian files. However, the little endian files can be compared to the big endian files of the Wii releases to determine the size of every datum within them.
=== Unused content ===
To save space, most of the game's [[unused content]] was removed. It's possible that a tool was developed to search for which objects do not exist in any stages, or it's possible that an existing reference like ''The Cutting Room Floor'' was used.
== Development ==
Super Mario 3D All-Stars was developed by Nintendo EPD Production Group No. 8 and Nintendo European Research & Development (NERD). Nintendo EPD Production Group No. 8, under its former name of [[Nintendo EAD Tokyo]], is the original developer of the two Super Mario Galaxy games.
One theory regarding the development of Super Mario 3D All-Stars posits that NERD developed the ports/emulator bundles of the games for a Windows or Linux system, then gave their work to Nintendo EPD who ported it to the Switch. This would explain the use of Vulkan rather than Nintendo's custom Switch specific graphics API, and the presence of a keyboard controller mapping file in the release.
=== Credits ===
Only one individual, Kenta Motokura, is officially credited for the development of Super Mario 3D All-Stars. Motokura is credited as producer. At the time of Super Mario 3D All-Stars' release, Motokura was an assistant manager at EPD Production Group No. 8 and the main director of the 3D Mario series. Motokura was involved with the original development of both Super Mario Galaxy games, and his name can be seen in several empty directories in Super Mario Galaxy 2's [[/StageData]].
210ad6c6334464e3d02c9247cd6168cf66753a38
173
166
2023-02-28T08:04:06Z
GalaxyMaster
1
/* Super Mario Galaxy port */
wikitext
text/x-wiki
'''''Super Mario 3D All-Stars''''' is a collection of three 3D Mario games for the Nintendo Switch. These games are Super Mario 64, Super Mario Sunshine, and, most significantly, Super Mario Galaxy 1.
== Super Mario Galaxy port ==
The older two games in Super Mario 3D All-Stars are fully emulated. Super Mario Galaxy relies on emulated graphics and sound; however, its code has been compiled natively and is linked directly with ''hagi'', the GameCube and Wii emulator used for it and Super Mario Sunshine. There is no definitive answer as to why Super Mario Galaxy was partially ported whereas Super Mario Sunshine is fully emulated. Performance may have been a factor in that decision, especially since Super Mario Galaxy runs at twice the frame rate of Super Mario Sunshine.
Despite them both emulating the same consoles and targeting the same Tegra X1 SoC, there is no relation between hagi/the Super Mario Galaxy Switch port and [[lingcod]], the GameCube and Wii emulator developed by Nvidia and bundled with their releases of various Chinese localized Wii games for the Nvidia Shield.
hagi/the Super Mario Galaxy Switch build use the cross-platform Vulkan 3D graphics API, rather than Nintendo's custom Switch specific graphics API used for most Switch games.
=== Files ===
Super Mario Galaxy's binary files are little endian, as opposed to big endian in every previously released build. This allows for the Switch to process them natively, as its CPU is little endian. This has demonstrated to be an inconvenience to modders as few of their tools support little endian files. However, the little endian files can be compared to the big endian files of the Wii releases to determine the size of every datum within them.
=== Unused content ===
To save space, most of the game's [[unused content]] was removed. It's possible that a tool was developed to search for which objects do not exist in any stages, or it's possible that an existing reference like ''The Cutting Room Floor'' was used.
== Development ==
Super Mario 3D All-Stars was developed by Nintendo EPD Production Group No. 8 and Nintendo European Research & Development (NERD). Nintendo EPD Production Group No. 8, under its former name of [[Nintendo EAD Tokyo]], is the original developer of the two Super Mario Galaxy games.
One theory regarding the development of Super Mario 3D All-Stars posits that NERD developed the ports/emulator bundles of the games for a Windows or Linux system, then gave their work to Nintendo EPD who ported it to the Switch. This would explain the use of Vulkan rather than Nintendo's custom Switch specific graphics API, and the presence of a keyboard controller mapping file in the release.
=== Credits ===
Only one individual, Kenta Motokura, is officially credited for the development of Super Mario 3D All-Stars. Motokura is credited as producer. At the time of Super Mario 3D All-Stars' release, Motokura was an assistant manager at EPD Production Group No. 8 and the main director of the 3D Mario series. Motokura was involved with the original development of both Super Mario Galaxy games, and his name can be seen in several empty directories in Super Mario Galaxy 2's [[/StageData]].
d30ca5482ddc531fc3171499dabc5b1fddec4723
182
173
2023-03-04T09:53:01Z
GalaxyMaster
1
/* Credits */
wikitext
text/x-wiki
'''''Super Mario 3D All-Stars''''' is a collection of three 3D Mario games for the Nintendo Switch. These games are Super Mario 64, Super Mario Sunshine, and, most significantly, Super Mario Galaxy 1.
== Super Mario Galaxy port ==
The older two games in Super Mario 3D All-Stars are fully emulated. Super Mario Galaxy relies on emulated graphics and sound; however, its code has been compiled natively and is linked directly with ''hagi'', the GameCube and Wii emulator used for it and Super Mario Sunshine. There is no definitive answer as to why Super Mario Galaxy was partially ported whereas Super Mario Sunshine is fully emulated. Performance may have been a factor in that decision, especially since Super Mario Galaxy runs at twice the frame rate of Super Mario Sunshine.
Despite them both emulating the same consoles and targeting the same Tegra X1 SoC, there is no relation between hagi/the Super Mario Galaxy Switch port and [[lingcod]], the GameCube and Wii emulator developed by Nvidia and bundled with their releases of various Chinese localized Wii games for the Nvidia Shield.
hagi/the Super Mario Galaxy Switch build use the cross-platform Vulkan 3D graphics API, rather than Nintendo's custom Switch specific graphics API used for most Switch games.
=== Files ===
Super Mario Galaxy's binary files are little endian, as opposed to big endian in every previously released build. This allows for the Switch to process them natively, as its CPU is little endian. This has demonstrated to be an inconvenience to modders as few of their tools support little endian files. However, the little endian files can be compared to the big endian files of the Wii releases to determine the size of every datum within them.
=== Unused content ===
To save space, most of the game's [[unused content]] was removed. It's possible that a tool was developed to search for which objects do not exist in any stages, or it's possible that an existing reference like ''The Cutting Room Floor'' was used.
== Development ==
Super Mario 3D All-Stars was developed by Nintendo EPD Production Group No. 8 and Nintendo European Research & Development (NERD). Nintendo EPD Production Group No. 8, under its former name of [[Nintendo EAD Tokyo]], is the original developer of the two Super Mario Galaxy games.
One theory regarding the development of Super Mario 3D All-Stars posits that NERD developed the ports/emulator bundles of the games for a Windows or Linux system, then gave their work to Nintendo EPD who ported it to the Switch. This would explain the use of Vulkan rather than Nintendo's custom Switch specific graphics API, and the presence of a keyboard controller mapping file in the release.
=== Credits ===
Only one individual, [[Kenta Motokura]], is officially credited for the development of Super Mario 3D All-Stars. Motokura is credited as producer. At the time of Super Mario 3D All-Stars' release, Motokura was an assistant manager at EPD Production Group No. 8 and the main director of the 3D Mario series. Motokura was involved with the original development of both Super Mario Galaxy games, and his name can be seen in several empty directories in Super Mario Galaxy 2's [[/StageData]].
909ba1fec002d78440288304010c50e2ff90d183
Super Mario 128
0
23
158
112
2022-08-19T10:52:08Z
GalaxyMaster
1
wikitext
text/x-wiki
Super Mario 128 was a GameCube tech demo shown at the Nintendo Space World trade show in 2000. It's simply 128 Marios trying to push each other off to their deaths. Despite never being released to the public, the technology/code of the demo would later appear in the Pikmin games, Super Mario Galaxy and other [[JSYSTEM]] games.
The director of Super Mario 128, [[Yoshiaki Koizumi]], would go on to serve as the director of Super Mario Galaxy.
c471ca8a1188777d7bdccd397964adaee9017902
Northport
0
36
160
118
2022-08-19T20:44:15Z
GalaxyMaster
1
wikitext
text/x-wiki
{{WIP}}
'''Northport'''<ref>com.nvidia.nintendo.smg/smg_assets.pak/ini/{smg/smg.ini,game_specific_asset_locations.ini}</ref><ref>https://www.linkedin.com/in/willy-lau-318a3380/</ref><ref>Documents.7z/Documents/セキュリティチーム運営/プロジェクト/NorthPort/</ref> was Nvidia's project to release GameCube and Wii games in China for the Nvidia Shield, with Super Mario Galaxy 1 being one of these games. It was unprecedented as the first time in Nintendo's history that they allowed their games to be sold for another company's platform, likely due to Nvidia supplying the Tegra X1 SoC in the Nintendo Switch. Northport bundles lingcod, a GameCube and Wii emulator developed by Nvidia, with custom builds of the games optimized for running under lingcod.
== History and development ==
The earliest evidence of Northport is dated March 8, 2016, from the Nintendo leak archive Documents.7z/Documents/セキュリティチーム運営/プロジェクト/NorthPort/. The build date in the released Northport build of New Super Mario Bros. Wii is May 3, 2016. It was presumably around this time that Nvidia gave Nintendo the games' source code and that lingcod development started. Most evidence points to Northport having been developed by Nvidia, specifically their GameWorks division.<ref>https://www.linkedin.com/in/rob-stepinski-27a3b256/</ref> However, the documents in Documents.7z/Documents/セキュリティチーム運営/プロジェクト/NorthPort/ show some involvement by Nintendo, specifically regarding anti-piracy and anti-cheating.
The public first became aware of Northport in any capacity in January 2017, when the Chinese government announced that "New Super Mario Bros" (actually referring to New Super Mario Bros. Wii, not the Nintendo DS game of that name) had been approved for sale in the country. It was officially announced in December 2017 alongside the release of three of the five Wii games that would be released for the Shield.
The sale of Northport games was discontinued in July and August 2021. On October 8, 2021, the online verification servers lingcod requires to run were shut down, making it impossible to run without a bypass.
== Details ==
lingcod is a C++ written GameCube and Wii emulator that runs on Android. It's optimized for the Shield and the Tegra X1 SoC used in it, using GPU drivers specific to the X1. Furthermore, the builds of games running under lingcod were optimized for doing so. Super Mario Galaxy had the file ''LingcodPatch.cpp'' added to its [[Source tree/Util|Util]] tree.
=== Configuration files ===
Each Northport release contains a series of commented INI configuration files.
=== .alf files ===
Instead of a DOL, Northport builds' code is in the new ''ALF'' format, an executable format developed by Nvidia optimized for runtime patching. Additionally, these files are not simply named "main.alf", but have the name of the original ELF created by the game's build script. For example, Super Mario Galaxy's executable is named "product.alf", as its build script creates a file named "product.elf". For the Wii builds, product.elf would be converted to a DOL and then named "main.dol" when packed into a Revolution Master (or "Wii ISO").
=== .pak files ===
The games' file systems and their lingcod specific assets archives are in the new ''PAK'' format. https://github.com/simontime/iQiPack can be used to extract this format.
== Games ==
At any point during its development, Northport planned to release at least the following titles for the Shield.
* Cooking Mama (canceled; listed in game_specific_asset_locations.ini)
* Donkey Kong Country Returns (released July 4, 2019)
* Mario Kart Wii (canceled later; listed in game_specific_asset_locations.ini; public demo presented before cancellation)
* New Super Mario Bros. Wii (released December 5, 2017)
* Punch-Out!! (released December 5, 2017)
* Super Mario Galaxy (released March 22, 2018)
* Super Mario Sunshine (canceled early on; not listed in game_specific_asset_locations.ini)
* The Legend of Zelda: Twilight Princess (released December 5, 2017)
== Super Mario Galaxy release ==
Super Mario Galaxy was released for the Shield in March 2018. The Super Mario Galaxy build released for the Shield was compiled from the same updated source tree as the Korean Wii version. This tree was updated to use the latest RVL SDK at the time of the Korean version's 2008 release. This is why the copyright date is 2007 - 2008. It is also believed that the Chinese localization was not created by Nvidia, but rather by Nintendo for an intended release on the Chinese iQue Wii. The iQue Wii was ultimately canceled, so this of course never happened.
Supporting this theory:
* Nvidia did not credit any localizers or translators in their credits list.
* The Chinese government requires video games to display ISBN numbers on launch. The code for this, IsbnManager.cpp, is in the Korean Wii release as well as the Shield release.
* The Korean Wii release's code references a directory named CnSimpChinese in LocalizeData.
=== New files ===
The Shield build contains several new files from the time of the game's development that are not present in the earlier Wii releases, nor the later [[Super Mario 3D All-Stars]] release. These include the contents of AllTargetAddressMap, and the file Debug.arc in every LocalizeData directory. This is because [[Nintendo EAD Tokyo|EAD]] had to manually remove these files upon releasing a new build, and Nvidia was not aware of this.
=== Nvidia's files ===
The Shield build additionally contains several files created by Nvidia, such as nintendoLogo.arc, the Nintendo logo image that is displayed on launch. Notably, these files break the capitalization convention used by the games' other files, and are not [[Yaz0]] compressed as are other files in the same directory.
The existence of these new files indicates that in addition to the source code of Super Mario Galaxy itself, Nintendo also supplied Nvidia with several development tools, at least including [[Resarc]] and the [[BRLYT]] and [[TPL]] creators.
=== Credits ===
==== Shield Dev Team ====
==== Engineering Team ====
* Aayush Prakash
* Anthony Pesch
* Chris Dannemiller
* Chris Spyropoulos
* Denis Barkar
* Eric Cameracci
* Eric van Beurden
* Ian Bullard
* Jihui Shentu
* Jim McArthur
* John Ratcliff
* Jonathan Lim
* Ryan Houdek
* Stefanos Piiditis
* Terry Caton
==== Additional Engineering ====
* Jeffrey Qiu
* Johnny Costello
* Lindsay Moore
* Nima Nikfetrat
* Roggie Zhang
* Ryan Prescott
* Sujit Tupe
* Willy Lau
==== Engineering Support ====
* Jim McCaffrey
* Paul Hodgson
* Seth Williams
* Robert Stepinski
==== Quality Assurance ====
* Adam Chamberlain
* Benjamin Feuerstein
* Felipe Alves
* Jason Lee
* Joel Sansait
* Joseph Astillero
* Shaad Boochoon
* Trevor Holm
* Whitney Kitchur
==== Project Management ====
* Blair Yakimovich
* Dane Johnston
* Gavriel State
* John Han
* Nan Li
* Ryan Elam
==== Nvidia Management ====
* Ali Kani
* Bill Bean
* David Sullins
* Fredrik Liljegren
* Kashi Anoosheh
* Mike Pepe
* Rev Lebaredian
* Stephanie Johnson
* Sunny Thakkar
* Teresa Jones
* Tim Bender
* Tony Tamasi
df44432028484fd413c697457027f9f827d006f8
161
160
2022-08-19T20:57:59Z
GalaxyMaster
1
/* History and development */
wikitext
text/x-wiki
{{WIP}}
'''Northport'''<ref>com.nvidia.nintendo.smg/smg_assets.pak/ini/{smg/smg.ini,game_specific_asset_locations.ini}</ref><ref>https://www.linkedin.com/in/willy-lau-318a3380/</ref><ref>Documents.7z/Documents/セキュリティチーム運営/プロジェクト/NorthPort/</ref> was Nvidia's project to release GameCube and Wii games in China for the Nvidia Shield, with Super Mario Galaxy 1 being one of these games. It was unprecedented as the first time in Nintendo's history that they allowed their games to be sold for another company's platform, likely due to Nvidia supplying the Tegra X1 SoC in the Nintendo Switch. Northport bundles lingcod, a GameCube and Wii emulator developed by Nvidia, with custom builds of the games optimized for running under lingcod.
== History and development ==
The earliest evidence of Northport is dated March 8, 2016, from the Nintendo leak archive Documents.7z/Documents/セキュリティチーム運営/プロジェクト/NorthPort/. The build date in the released Northport build of New Super Mario Bros. Wii is May 3, 2016. It was presumably around this time that Nintendo gave Nvidia the games' source code and that lingcod development started. Most evidence points to Northport having been developed by Nvidia, specifically their GameWorks division.<ref>https://www.linkedin.com/in/rob-stepinski-27a3b256/</ref> However, the documents in Documents.7z/Documents/セキュリティチーム運営/プロジェクト/NorthPort/ show some involvement by Nintendo, specifically regarding anti-piracy and anti-cheating.
The public first became aware of Northport in any capacity in January 2017, when the Chinese government announced that "New Super Mario Bros" (actually referring to New Super Mario Bros. Wii, not the Nintendo DS game of that name) had been approved for sale in the country. It was officially announced in December 2017 alongside the release of three of the five Wii games that would be released for the Shield.
The sale of Northport games was discontinued in July and August 2021. On October 8, 2021, the online verification servers lingcod requires to run were shut down, making it impossible to run without a bypass.
== Details ==
lingcod is a C++ written GameCube and Wii emulator that runs on Android. It's optimized for the Shield and the Tegra X1 SoC used in it, using GPU drivers specific to the X1. Furthermore, the builds of games running under lingcod were optimized for doing so. Super Mario Galaxy had the file ''LingcodPatch.cpp'' added to its [[Source tree/Util|Util]] tree.
=== Configuration files ===
Each Northport release contains a series of commented INI configuration files.
=== .alf files ===
Instead of a DOL, Northport builds' code is in the new ''ALF'' format, an executable format developed by Nvidia optimized for runtime patching. Additionally, these files are not simply named "main.alf", but have the name of the original ELF created by the game's build script. For example, Super Mario Galaxy's executable is named "product.alf", as its build script creates a file named "product.elf". For the Wii builds, product.elf would be converted to a DOL and then named "main.dol" when packed into a Revolution Master (or "Wii ISO").
=== .pak files ===
The games' file systems and their lingcod specific assets archives are in the new ''PAK'' format. https://github.com/simontime/iQiPack can be used to extract this format.
== Games ==
At any point during its development, Northport planned to release at least the following titles for the Shield.
* Cooking Mama (canceled; listed in game_specific_asset_locations.ini)
* Donkey Kong Country Returns (released July 4, 2019)
* Mario Kart Wii (canceled later; listed in game_specific_asset_locations.ini; public demo presented before cancellation)
* New Super Mario Bros. Wii (released December 5, 2017)
* Punch-Out!! (released December 5, 2017)
* Super Mario Galaxy (released March 22, 2018)
* Super Mario Sunshine (canceled early on; not listed in game_specific_asset_locations.ini)
* The Legend of Zelda: Twilight Princess (released December 5, 2017)
== Super Mario Galaxy release ==
Super Mario Galaxy was released for the Shield in March 2018. The Super Mario Galaxy build released for the Shield was compiled from the same updated source tree as the Korean Wii version. This tree was updated to use the latest RVL SDK at the time of the Korean version's 2008 release. This is why the copyright date is 2007 - 2008. It is also believed that the Chinese localization was not created by Nvidia, but rather by Nintendo for an intended release on the Chinese iQue Wii. The iQue Wii was ultimately canceled, so this of course never happened.
Supporting this theory:
* Nvidia did not credit any localizers or translators in their credits list.
* The Chinese government requires video games to display ISBN numbers on launch. The code for this, IsbnManager.cpp, is in the Korean Wii release as well as the Shield release.
* The Korean Wii release's code references a directory named CnSimpChinese in LocalizeData.
=== New files ===
The Shield build contains several new files from the time of the game's development that are not present in the earlier Wii releases, nor the later [[Super Mario 3D All-Stars]] release. These include the contents of AllTargetAddressMap, and the file Debug.arc in every LocalizeData directory. This is because [[Nintendo EAD Tokyo|EAD]] had to manually remove these files upon releasing a new build, and Nvidia was not aware of this.
=== Nvidia's files ===
The Shield build additionally contains several files created by Nvidia, such as nintendoLogo.arc, the Nintendo logo image that is displayed on launch. Notably, these files break the capitalization convention used by the games' other files, and are not [[Yaz0]] compressed as are other files in the same directory.
The existence of these new files indicates that in addition to the source code of Super Mario Galaxy itself, Nintendo also supplied Nvidia with several development tools, at least including [[Resarc]] and the [[BRLYT]] and [[TPL]] creators.
=== Credits ===
==== Shield Dev Team ====
==== Engineering Team ====
* Aayush Prakash
* Anthony Pesch
* Chris Dannemiller
* Chris Spyropoulos
* Denis Barkar
* Eric Cameracci
* Eric van Beurden
* Ian Bullard
* Jihui Shentu
* Jim McArthur
* John Ratcliff
* Jonathan Lim
* Ryan Houdek
* Stefanos Piiditis
* Terry Caton
==== Additional Engineering ====
* Jeffrey Qiu
* Johnny Costello
* Lindsay Moore
* Nima Nikfetrat
* Roggie Zhang
* Ryan Prescott
* Sujit Tupe
* Willy Lau
==== Engineering Support ====
* Jim McCaffrey
* Paul Hodgson
* Seth Williams
* Robert Stepinski
==== Quality Assurance ====
* Adam Chamberlain
* Benjamin Feuerstein
* Felipe Alves
* Jason Lee
* Joel Sansait
* Joseph Astillero
* Shaad Boochoon
* Trevor Holm
* Whitney Kitchur
==== Project Management ====
* Blair Yakimovich
* Dane Johnston
* Gavriel State
* John Han
* Nan Li
* Ryan Elam
==== Nvidia Management ====
* Ali Kani
* Bill Bean
* David Sullins
* Fredrik Liljegren
* Kashi Anoosheh
* Mike Pepe
* Rev Lebaredian
* Stephanie Johnson
* Sunny Thakkar
* Teresa Jones
* Tim Bender
* Tony Tamasi
bf825d23b0f1aa948086a9fa94383a4ea2145c46
168
161
2023-02-21T08:50:00Z
GalaxyMaster
1
/* Engineering Team */
wikitext
text/x-wiki
{{WIP}}
'''Northport'''<ref>com.nvidia.nintendo.smg/smg_assets.pak/ini/{smg/smg.ini,game_specific_asset_locations.ini}</ref><ref>https://www.linkedin.com/in/willy-lau-318a3380/</ref><ref>Documents.7z/Documents/セキュリティチーム運営/プロジェクト/NorthPort/</ref> was Nvidia's project to release GameCube and Wii games in China for the Nvidia Shield, with Super Mario Galaxy 1 being one of these games. It was unprecedented as the first time in Nintendo's history that they allowed their games to be sold for another company's platform, likely due to Nvidia supplying the Tegra X1 SoC in the Nintendo Switch. Northport bundles lingcod, a GameCube and Wii emulator developed by Nvidia, with custom builds of the games optimized for running under lingcod.
== History and development ==
The earliest evidence of Northport is dated March 8, 2016, from the Nintendo leak archive Documents.7z/Documents/セキュリティチーム運営/プロジェクト/NorthPort/. The build date in the released Northport build of New Super Mario Bros. Wii is May 3, 2016. It was presumably around this time that Nintendo gave Nvidia the games' source code and that lingcod development started. Most evidence points to Northport having been developed by Nvidia, specifically their GameWorks division.<ref>https://www.linkedin.com/in/rob-stepinski-27a3b256/</ref> However, the documents in Documents.7z/Documents/セキュリティチーム運営/プロジェクト/NorthPort/ show some involvement by Nintendo, specifically regarding anti-piracy and anti-cheating.
The public first became aware of Northport in any capacity in January 2017, when the Chinese government announced that "New Super Mario Bros" (actually referring to New Super Mario Bros. Wii, not the Nintendo DS game of that name) had been approved for sale in the country. It was officially announced in December 2017 alongside the release of three of the five Wii games that would be released for the Shield.
The sale of Northport games was discontinued in July and August 2021. On October 8, 2021, the online verification servers lingcod requires to run were shut down, making it impossible to run without a bypass.
== Details ==
lingcod is a C++ written GameCube and Wii emulator that runs on Android. It's optimized for the Shield and the Tegra X1 SoC used in it, using GPU drivers specific to the X1. Furthermore, the builds of games running under lingcod were optimized for doing so. Super Mario Galaxy had the file ''LingcodPatch.cpp'' added to its [[Source tree/Util|Util]] tree.
=== Configuration files ===
Each Northport release contains a series of commented INI configuration files.
=== .alf files ===
Instead of a DOL, Northport builds' code is in the new ''ALF'' format, an executable format developed by Nvidia optimized for runtime patching. Additionally, these files are not simply named "main.alf", but have the name of the original ELF created by the game's build script. For example, Super Mario Galaxy's executable is named "product.alf", as its build script creates a file named "product.elf". For the Wii builds, product.elf would be converted to a DOL and then named "main.dol" when packed into a Revolution Master (or "Wii ISO").
=== .pak files ===
The games' file systems and their lingcod specific assets archives are in the new ''PAK'' format. https://github.com/simontime/iQiPack can be used to extract this format.
== Games ==
At any point during its development, Northport planned to release at least the following titles for the Shield.
* Cooking Mama (canceled; listed in game_specific_asset_locations.ini)
* Donkey Kong Country Returns (released July 4, 2019)
* Mario Kart Wii (canceled later; listed in game_specific_asset_locations.ini; public demo presented before cancellation)
* New Super Mario Bros. Wii (released December 5, 2017)
* Punch-Out!! (released December 5, 2017)
* Super Mario Galaxy (released March 22, 2018)
* Super Mario Sunshine (canceled early on; not listed in game_specific_asset_locations.ini)
* The Legend of Zelda: Twilight Princess (released December 5, 2017)
== Super Mario Galaxy release ==
Super Mario Galaxy was released for the Shield in March 2018. The Super Mario Galaxy build released for the Shield was compiled from the same updated source tree as the Korean Wii version. This tree was updated to use the latest RVL SDK at the time of the Korean version's 2008 release. This is why the copyright date is 2007 - 2008. It is also believed that the Chinese localization was not created by Nvidia, but rather by Nintendo for an intended release on the Chinese iQue Wii. The iQue Wii was ultimately canceled, so this of course never happened.
Supporting this theory:
* Nvidia did not credit any localizers or translators in their credits list.
* The Chinese government requires video games to display ISBN numbers on launch. The code for this, IsbnManager.cpp, is in the Korean Wii release as well as the Shield release.
* The Korean Wii release's code references a directory named CnSimpChinese in LocalizeData.
=== New files ===
The Shield build contains several new files from the time of the game's development that are not present in the earlier Wii releases, nor the later [[Super Mario 3D All-Stars]] release. These include the contents of AllTargetAddressMap, and the file Debug.arc in every LocalizeData directory. This is because [[Nintendo EAD Tokyo|EAD]] had to manually remove these files upon releasing a new build, and Nvidia was not aware of this.
=== Nvidia's files ===
The Shield build additionally contains several files created by Nvidia, such as nintendoLogo.arc, the Nintendo logo image that is displayed on launch. Notably, these files break the capitalization convention used by the games' other files, and are not [[Yaz0]] compressed as are other files in the same directory.
The existence of these new files indicates that in addition to the source code of Super Mario Galaxy itself, Nintendo also supplied Nvidia with several development tools, at least including [[Resarc]] and the [[BRLYT]] and [[TPL]] creators.
=== Credits ===
==== Shield Dev Team ====
==== Engineering Team ====
* Aayush Prakash
* Anthony Pesch
* Chris Dannemiller
* Chris Spyropoulos
* Denis Barkar
* Eric Cameracci
* Eric van Beurden
* Ian Bullard
* Jihui Shentu
* Jim McArthur
* John Ratcliff
* Jonathan Lim
* Ryan Houdek (notable as a former Dolphin developer)
* Stefanos Piiditis
* Terry Caton
==== Additional Engineering ====
* Jeffrey Qiu
* Johnny Costello
* Lindsay Moore
* Nima Nikfetrat
* Roggie Zhang
* Ryan Prescott
* Sujit Tupe
* Willy Lau
==== Engineering Support ====
* Jim McCaffrey
* Paul Hodgson
* Seth Williams
* Robert Stepinski
==== Quality Assurance ====
* Adam Chamberlain
* Benjamin Feuerstein
* Felipe Alves
* Jason Lee
* Joel Sansait
* Joseph Astillero
* Shaad Boochoon
* Trevor Holm
* Whitney Kitchur
==== Project Management ====
* Blair Yakimovich
* Dane Johnston
* Gavriel State
* John Han
* Nan Li
* Ryan Elam
==== Nvidia Management ====
* Ali Kani
* Bill Bean
* David Sullins
* Fredrik Liljegren
* Kashi Anoosheh
* Mike Pepe
* Rev Lebaredian
* Stephanie Johnson
* Sunny Thakkar
* Teresa Jones
* Tim Bender
* Tony Tamasi
17663a39d92a65abf2fabd78c5c9fe38cd5aa2e8
List of mods
0
11
162
89
2022-08-21T03:34:05Z
MasterLuma
3
wikitext
text/x-wiki
== Functionality mods ==
{| class="wikitable"
! Mod !! Creator !! Link
|-
| Super Mario Galaxy 2 multiplayer || [[User:GalaxyMaster|Galaxy Master]] || https://github.com/MasterofGalaxies/smg2-multiplayer
|-
|}
== Content mods ==
{| class="wikitable"
! Mod !! Creator !! Link
|-
| Neo Mario Galaxy || Aurum et al. || https://aurumsmods.com/nmg
|-
| Super Mario Galaxy 2.5 || Super Mario Galaxy 2.5 Team || (too many damn places)
|-
|}
== Code Modifications ==
{| class="wikitable"
! Mod !! Creator !! Link
|-
| Galaxy Level Engine || Super Hackio Inc. || https://github.com/SuperHackio/GalaxyLevelEngine
|-
| Project Template || Aurum et al. || https://github.com/SunakazeKun/SMG2-Project-Template
|-
|}
7e96f9f78afc58fe45a7494007d19b70df70d613
195
162
2023-03-05T02:27:37Z
GalaxyMaster
1
wikitext
text/x-wiki
== Functionality mods ==
{| class="wikitable"
! Mod !! Creator !! Link
|-
| [[Super Mario Galaxy 2 multiplayer]] || [[User:GalaxyMaster|Galaxy Master]] || https://github.com/MasterofGalaxies/smg2-multiplayer
|-
|}
== Content mods ==
{| class="wikitable"
! Mod !! Creator !! Link
|-
| [[Neo Mario Galaxy]] || Aurum et al. || https://aurumsmods.com/nmg
|-
| [[Super Mario Galaxy 2.5]] || Super Mario Galaxy 2.5 Team || (too many damn places)
|-
|}
== Code Modifications ==
{| class="wikitable"
! Mod !! Creator !! Link
|-
| [[Galaxy Level Engine]] || Super Hackio Inc. || https://github.com/SuperHackio/GalaxyLevelEngine
|-
| [[Project Template]] || Aurum et al. || https://github.com/SunakazeKun/SMG2-Project-Template
|-
|}
073e012964f30bf35626fd564f62832f15633502
196
195
2023-03-05T02:30:56Z
GalaxyMaster
1
wikitext
text/x-wiki
== Functionality mods ==
{| class="wikitable"
! Mod !! Creator !! Link
|-
| [[Super Mario Galaxy 2 multiplayer]] || [[User:GalaxyMaster|Galaxy Master]] || https://github.com/MasterofGalaxies/smg2-multiplayer
|-
|}
== Content mods ==
{| class="wikitable"
! Mod !! Creator !! Link
|-
| [[Neo Mario Galaxy]] || Aurum et al. || https://aurumsmods.com/nmg
|-
| [[Super Mario Galaxy 2.5]] || Super Mario Galaxy 2.5 Team || (too many damn places)
|-
|}
== Templates ==
{| class="wikitable"
! Mod !! Creator !! Link
|-
| [[Galaxy Level Engine]] || Super Hackio Inc. || https://github.com/SuperHackio/GalaxyLevelEngine
|-
| [[Project Template]] || Aurum et al. || https://github.com/SunakazeKun/SMG2-Project-Template
|-
|}
cf03211819925032d1208781ef100e02189a62c3
197
196
2023-03-05T02:33:08Z
MasterLuma
3
/* Code Modifications */
wikitext
text/x-wiki
== Functionality mods ==
{| class="wikitable"
! Mod !! Creator !! Link
|-
| [[Super Mario Galaxy 2 multiplayer]] || [[User:GalaxyMaster|Galaxy Master]] || https://github.com/MasterofGalaxies/smg2-multiplayer
|-
|}
== Content mods ==
{| class="wikitable"
! Mod !! Creator !! Link
|-
| [[Neo Mario Galaxy]] || Aurum et al. || https://aurumsmods.com/nmg
|-
| [[Super Mario Galaxy 2.5]] || Super Mario Galaxy 2.5 Team || (too many damn places)
|-
|}
== Templates ==
{| class="wikitable"
! Mod !! Creator !! Link
|-
| [[Galaxy Level Engine]] || Super Hackio Inc. || https://github.com/SuperHackio/GalaxyLevelEngine
|-
| [[Project Template]] || Aurum et al. || https://github.com/SunakazeKun/SMG2-Project-Template
|-
| [[SMG2 Wii Bricker]] || Galaxy Master || unavailable
|-
|}
0b946db09da0de78de1b81f69a3f1d03df7a2771
198
197
2023-03-05T02:34:41Z
MasterLuma
3
/* Templates */
wikitext
text/x-wiki
== Functionality mods ==
{| class="wikitable"
! Mod !! Creator !! Link
|-
| [[Super Mario Galaxy 2 multiplayer]] || [[User:GalaxyMaster|Galaxy Master]] || https://github.com/MasterofGalaxies/smg2-multiplayer
|-
|}
== Content mods ==
{| class="wikitable"
! Mod !! Creator !! Link
|-
| [[Neo Mario Galaxy]] || Aurum et al. || https://aurumsmods.com/nmg
|-
| [[Super Mario Galaxy 2.5]] || Super Mario Galaxy 2.5 Team || (too many damn places)
|-
|}
== Code Modifications ==
{| class="wikitable"
! Mod !! Creator !! Link
|-
| [[Galaxy Level Engine]] || Super Hackio Inc. || https://github.com/SuperHackio/GalaxyLevelEngine
|-
| [[Project Template]] || Aurum et al. || https://github.com/SunakazeKun/SMG2-Project-Template
|-
| [[SMG2 Wii Bricker]] || Galaxy Master || unavailable
|-
|}
5d093481fda8eae47b50269f8f870e42c30d35e8
199
198
2023-03-05T02:37:39Z
GalaxyMaster
1
wikitext
text/x-wiki
== Functionality mods ==
{| class="wikitable"
! Mod !! Creator !! Link
|-
| [[Super Mario Galaxy 2 multiplayer]] || [[User:GalaxyMaster|Galaxy Master]] || https://github.com/MasterofGalaxies/smg2-multiplayer
|-
| [[SMG2 Wii Bricker]] || Galaxy Master || unavailable
|-
|}
== Content mods ==
{| class="wikitable"
! Mod !! Creator !! Link
|-
| [[Neo Mario Galaxy]] || Aurum et al. || https://aurumsmods.com/nmg
|-
| [[Super Mario Galaxy 2.5]] || Super Mario Galaxy 2.5 Team || (too many damn places)
|-
|}
== Templates ==
{| class="wikitable"
! Mod !! Creator !! Link
|-
| [[Galaxy Level Engine]] || Super Hackio Inc. || https://github.com/SuperHackio/GalaxyLevelEngine
|-
| [[Project Template]] || Aurum et al. || https://github.com/SunakazeKun/SMG2-Project-Template
|-
|}
7497b6c7a34420d01c77ed8e820e4408e2feb876
Super Mario Galaxy 2.5
0
51
163
2022-08-21T03:36:23Z
MasterLuma
3
Created page with "Super Mario Galaxy 2.5 was an early Super Mario Galaxy 2 modding scene community hack that started development around early 2012, until it's death roughly 4 years later."
wikitext
text/x-wiki
Super Mario Galaxy 2.5 was an early Super Mario Galaxy 2 modding scene community hack that started development around early 2012, until it's death roughly 4 years later.
9a68496cfef3a7d693233aae24bce7a7ee13f73e
164
163
2022-08-21T16:42:58Z
MasterLuma
3
wikitext
text/x-wiki
Super Mario Galaxy 2.5 was an early Super Mario Galaxy 2 modding scene community hack that started development around early 2012, until its death roughly 4 years later.
About
The people involved
The assets made
History
Significance
What the community took out of it
ed13e0094dd9ce6f2f3d40de875db46b84df843d
Digitalscape
0
52
165
2022-08-22T05:54:37Z
GalaxyMaster
1
create page
wikitext
text/x-wiki
''TODO: read through a bunch of Japanese sources about this company and document it better.''
'''Digitalscape Co., Ltd.''', or '''DIGITALSCAPE Co., Ltd.''', is a Japanese company involved with the development of Super Mario Galaxy and possibly Super Mario Galaxy 2.
== Credits ==
"DIGITALSCAPE Co., Ltd." is listed in the "SPECIAL THANKS" section of both games' [[credits]].
Being credited in Super Mario Galaxy 2 does not necessarily mean that they were involved with its development; they may only be credited for their work in Super Mario Galaxy 1 that was retained in the second game.
== Copyright registration ==
"Digitalscape Co., Ltd." is listed in the United States Copyright Office registration of the Super Mario Galaxy 1 Japan release: https://publicrecords.copyright.gov/detailed-record/23581903
2a08bd3edccf86187a4c078cd17d37edfdbf9678
GameData
0
53
167
2023-02-21T07:40:05Z
GalaxyMaster
1
import page from https://wiibrew.org/wiki/Super_Mario_Galaxy_savefile
wikitext
text/x-wiki
The game Super Mario Galaxy saves player data into a file called GameData.bin stored within the game's [[Savegame Files|savegame]].
The GameData.bin file consists of a header, followed by an index and some data sections.
=== Header ===
{| style="border-collapse: collapse; padding: 0.2em 0.2em 0.2em 0.2em;"
|- style="background-color: #ddd;"
| style="border: 1px solid #ccc; padding: 0.2em; background-color: #cdc;" | '''Start'''
| style="border: 1px solid #ccc; padding: 0.2em; background-color: #ccd;" | '''End'''
| style="border: 1px solid #ccc; padding: 0.2em; background-color: #ccc;" | '''Length'''
| style="border: 1px solid #ccc; padding: 0.2em; background-color: #dcc;" | '''Description'''
|- style="background-color: #ddd;"
| style="border: 1px solid #ccc; padding: 0.2em; background-color: #ded;" | 0x000
| style="border: 1px solid #ccc; padding: 0.2em; background-color: #dde;" | 0x003
| style="border: 1px solid #ccc; padding: 0.2em; background-color: #ddd;" | 4
| style="border: 1px solid #ccc; padding: 0.2em; background-color: #edd;" | Checksum
|- style="background-color: #ddd;"
| style="border: 1px solid #ccc; padding: 0.2em; background-color: #ded;" | 0x004
| style="border: 1px solid #ccc; padding: 0.2em; background-color: #dde;" | 0x007
| style="border: 1px solid #ccc; padding: 0.2em; background-color: #ddd;" | 4
| style="border: 1px solid #ccc; padding: 0.2em; background-color: #edd;" | ?? Version = 2
|- style="background-color: #ddd;"
| style="border: 1px solid #ccc; padding: 0.2em; background-color: #ded;" | 0x008
| style="border: 1px solid #ccc; padding: 0.2em; background-color: #dde;" | 0x00B
| style="border: 1px solid #ccc; padding: 0.2em; background-color: #ddd;" | 4
| style="border: 1px solid #ccc; padding: 0.2em; background-color: #edd;" | number of entries
|- style="background-color: #ddd;"
| style="border: 1px solid #ccc; padding: 0.2em; background-color: #ded;" | 0x00C
| style="border: 1px solid #ccc; padding: 0.2em; background-color: #dde;" | 0x00F
| style="border: 1px solid #ccc; padding: 0.2em; background-color: #ddd;" | 4
| style="border: 1px solid #ccc; padding: 0.2em; background-color: #edd;" | size of GameData.bin
|- style="background-color: #ddd;"
|}
The checksum is calculated as follows, with buf pointing to offset 0x04 in the file, and len being the length of GameData.bin minus 0x04:
<source lang="c">
uint32_t generate_checksum(void *buf, int len)
{
uint16_t *data = (uint16_t*)buf;
uint32_t c1 = 0, c2 = 0;
for (int i = 0; i < len / sizeof(uint16_t); i++)
{
c1 = (c1 + data[i]) & 0xFFFF;
c2 = (c2 + ~data[i]) & 0xFFFF;
}
return (c2 & 0xFFFF) | ((c1 & 0xFFFF) << 16);
}
</source>
=== Index ===
The index has as many entries as specified in the header. Index entries are stored consecutively.
The format of an index entry is specified in the following table.
{| style="border-collapse: collapse; padding: 0.2em 0.2em 0.2em 0.2em;"
|- style="background-color: #ddd;"
| style="border: 1px solid #ccc; padding: 0.2em; background-color: #cdc;" | '''Start'''
| style="border: 1px solid #ccc; padding: 0.2em; background-color: #ccd;" | '''End'''
| style="border: 1px solid #ccc; padding: 0.2em; background-color: #ccc;" | '''Length'''
| style="border: 1px solid #ccc; padding: 0.2em; background-color: #dcc;" | '''Description'''
|- style="background-color: #ddd;"
| style="border: 1px solid #ccc; padding: 0.2em; background-color: #ded;" | 0x000
| style="border: 1px solid #ccc; padding: 0.2em; background-color: #dde;" | 0x00B
| style="border: 1px solid #ccc; padding: 0.2em; background-color: #ddd;" | 12
| style="border: 1px solid #ccc; padding: 0.2em; background-color: #edd;" | entry name, null padded (i.e. 'mario1', 'luigi1', ...)
|- style="background-color: #ddd;"
| style="border: 1px solid #ccc; padding: 0.2em; background-color: #ded;" | 0x00C
| style="border: 1px solid #ccc; padding: 0.2em; background-color: #dde;" | 0x00F
| style="border: 1px solid #ccc; padding: 0.2em; background-color: #ddd;" | 4
| style="border: 1px solid #ccc; padding: 0.2em; background-color: #edd;" | offset of entry data in GameData.bin
|}
=== Data ===
There are at least 4 types of data entries:
* Player data is stored in PLAY data entries
** 'mario%1d' and 'luigi%1d' entries have a length of 0xF80 bytes
* Configuration data is stored in CONF data entries
** 'config%1d' entries have a length of 0x60 bytes
* System configuration is stored in SYSC data entries (there is usually only one SYSC data entry)
** 'sysconf' entries have a length of 0x80 bytes
{| style="border-collapse: collapse; padding: 0.2em 0.2em 0.2em 0.2em;"
|- style="background-color: #ddd;"
| style="border: 1px solid #ccc; padding: 0.2em; background-color: #cdc;" | '''Start'''
| style="border: 1px solid #ccc; padding: 0.2em; background-color: #ccd;" | '''End'''
| style="border: 1px solid #ccc; padding: 0.2em; background-color: #ccc;" | '''Length'''
| style="border: 1px solid #ccc; padding: 0.2em; background-color: #dcc;" | '''Description'''
|- style="background-color: #ddd;"
| style="border: 1px solid #ccc; padding: 0.2em; background-color: #ded;" | 0x000
| style="border: 1px solid #ccc; padding: 0.2em; background-color: #dde;" | 0x003
| style="border: 1px solid #ccc; padding: 0.2em; background-color: #ddd;" | 4
| style="border: 1px solid #ccc; padding: 0.2em; background-color: #edd;" | ?? entry type code (0x01010000=SYSC, 0x01030000=CONF, 0x01060000=PLAY)
|- style="background-color: #ddd;"
| style="border: 1px solid #ccc; padding: 0.2em; background-color: #ded;" | 0x004
| style="border: 1px solid #ccc; padding: 0.2em; background-color: #dde;" | 0x007
| style="border: 1px solid #ccc; padding: 0.2em; background-color: #ddd;" | 4
| style="border: 1px solid #ccc; padding: 0.2em; background-color: #edd;" | entry type name ('SYSC', 'CONF', 'PLAY')
|- style="background-color: #ddd;"
| style="border: 1px solid #ccc; padding: 0.2em; background-color: #ded;" | ...
| style="border: 1px solid #ccc; padding: 0.2em; background-color: #dde;" | ...
| style="border: 1px solid #ccc; padding: 0.2em; background-color: #ddd;" | ...
| style="border: 1px solid #ccc; padding: 0.2em; background-color: #edd;" | ...
|}
[[Category:File formats]]
== Vulnerabilities ==
Super Mario Galaxy (and its sequel, Super Mario Galaxy 2) are known to have an unexploitable vulnerability in parsing GameData.bin. The entire file is loaded into memory at once, and after being verified for integrity (checksum, version, etc.), its index entries are extracted. The game keeps an in-memory template of an empty savefile, with the index entries being copied into the template. A function is used (on both GameData.bin and the template) to get the data pointer and length of an entry.
This function calculates the length of an index entry by subtracting the current entry's offset from the next entry's offset. Unfortunately, the length from GameData.bin is not used for the memcpy() into the template: the length from the template is used. However, once the memcpy() completes, the game checks if the amount of data specified by GameData.bin is less than the amount copied. This is done by checking whether template_size - reported_size > 0. It is possible to make reported_size negative (>= 0x80000000), which would cause that check to return true. If true, it memset()s that amount of 0 bytes after the copied data.
Unfortunately, the layout of the heap and the fact that it is all 0 bytes makes this vulnerability apparently useless.
97e9c1a75091d577e7bc17663edbd3ee2212ebf3
169
167
2023-02-21T09:27:32Z
GalaxyMaster
1
some fixes
wikitext
text/x-wiki
The games save progress data into a file named ''GameData.bin'' stored within the game's NAND save. Most of the functions that handle save game functionality also have ''GameData'' in the name.
The GameData.bin file consists of a header, followed by an index and some data sections.
=== Header ===
{| style="border-collapse: collapse; padding: 0.2em 0.2em 0.2em 0.2em;"
|- style="background-color: #ddd;"
| style="border: 1px solid #ccc; padding: 0.2em; background-color: #cdc;" | '''Start'''
| style="border: 1px solid #ccc; padding: 0.2em; background-color: #ccd;" | '''End'''
| style="border: 1px solid #ccc; padding: 0.2em; background-color: #ccc;" | '''Length'''
| style="border: 1px solid #ccc; padding: 0.2em; background-color: #dcc;" | '''Description'''
|- style="background-color: #ddd;"
| style="border: 1px solid #ccc; padding: 0.2em; background-color: #ded;" | 0x000
| style="border: 1px solid #ccc; padding: 0.2em; background-color: #dde;" | 0x003
| style="border: 1px solid #ccc; padding: 0.2em; background-color: #ddd;" | 4
| style="border: 1px solid #ccc; padding: 0.2em; background-color: #edd;" | Checksum
|- style="background-color: #ddd;"
| style="border: 1px solid #ccc; padding: 0.2em; background-color: #ded;" | 0x004
| style="border: 1px solid #ccc; padding: 0.2em; background-color: #dde;" | 0x007
| style="border: 1px solid #ccc; padding: 0.2em; background-color: #ddd;" | 4
| style="border: 1px solid #ccc; padding: 0.2em; background-color: #edd;" | ?? Version = 2
|- style="background-color: #ddd;"
| style="border: 1px solid #ccc; padding: 0.2em; background-color: #ded;" | 0x008
| style="border: 1px solid #ccc; padding: 0.2em; background-color: #dde;" | 0x00B
| style="border: 1px solid #ccc; padding: 0.2em; background-color: #ddd;" | 4
| style="border: 1px solid #ccc; padding: 0.2em; background-color: #edd;" | number of entries
|- style="background-color: #ddd;"
| style="border: 1px solid #ccc; padding: 0.2em; background-color: #ded;" | 0x00C
| style="border: 1px solid #ccc; padding: 0.2em; background-color: #dde;" | 0x00F
| style="border: 1px solid #ccc; padding: 0.2em; background-color: #ddd;" | 4
| style="border: 1px solid #ccc; padding: 0.2em; background-color: #edd;" | size of GameData.bin
|- style="background-color: #ddd;"
|}
The checksum is calculated as follows, with buf pointing to offset 0x04 in the file, and len being the length of GameData.bin minus 0x04:
<syntaxhighlight lang="c">
uint32_t generate_checksum(void *buf, int len)
{
uint16_t *data = (uint16_t*)buf;
uint32_t c1 = 0, c2 = 0;
for (int i = 0; i < len / sizeof(uint16_t); i++)
{
c1 = (c1 + data[i]) & 0xFFFF;
c2 = (c2 + ~data[i]) & 0xFFFF;
}
return (c2 & 0xFFFF) | ((c1 & 0xFFFF) << 16);
}
</syntaxhighlight>
=== Index ===
The index has as many entries as specified in the header. Index entries are stored consecutively.
The format of an index entry is specified in the following table.
{| style="border-collapse: collapse; padding: 0.2em 0.2em 0.2em 0.2em;"
|- style="background-color: #ddd;"
| style="border: 1px solid #ccc; padding: 0.2em; background-color: #cdc;" | '''Start'''
| style="border: 1px solid #ccc; padding: 0.2em; background-color: #ccd;" | '''End'''
| style="border: 1px solid #ccc; padding: 0.2em; background-color: #ccc;" | '''Length'''
| style="border: 1px solid #ccc; padding: 0.2em; background-color: #dcc;" | '''Description'''
|- style="background-color: #ddd;"
| style="border: 1px solid #ccc; padding: 0.2em; background-color: #ded;" | 0x000
| style="border: 1px solid #ccc; padding: 0.2em; background-color: #dde;" | 0x00B
| style="border: 1px solid #ccc; padding: 0.2em; background-color: #ddd;" | 12
| style="border: 1px solid #ccc; padding: 0.2em; background-color: #edd;" | entry name, null padded (i.e. 'mario1', 'luigi1', ...)
|- style="background-color: #ddd;"
| style="border: 1px solid #ccc; padding: 0.2em; background-color: #ded;" | 0x00C
| style="border: 1px solid #ccc; padding: 0.2em; background-color: #dde;" | 0x00F
| style="border: 1px solid #ccc; padding: 0.2em; background-color: #ddd;" | 4
| style="border: 1px solid #ccc; padding: 0.2em; background-color: #edd;" | offset of entry data in GameData.bin
|}
=== Data ===
There are at least 4 types of data entries:
* Player data is stored in PLAY data entries
** 'mario%1d' and 'luigi%1d' entries have a length of 0xF80 bytes
* Configuration data is stored in CONF data entries
** 'config%1d' entries have a length of 0x60 bytes
* System configuration is stored in SYSC data entries (there is usually only one SYSC data entry)
** 'sysconf' entries have a length of 0x80 bytes
{| style="border-collapse: collapse; padding: 0.2em 0.2em 0.2em 0.2em;"
|- style="background-color: #ddd;"
| style="border: 1px solid #ccc; padding: 0.2em; background-color: #cdc;" | '''Start'''
| style="border: 1px solid #ccc; padding: 0.2em; background-color: #ccd;" | '''End'''
| style="border: 1px solid #ccc; padding: 0.2em; background-color: #ccc;" | '''Length'''
| style="border: 1px solid #ccc; padding: 0.2em; background-color: #dcc;" | '''Description'''
|- style="background-color: #ddd;"
| style="border: 1px solid #ccc; padding: 0.2em; background-color: #ded;" | 0x000
| style="border: 1px solid #ccc; padding: 0.2em; background-color: #dde;" | 0x003
| style="border: 1px solid #ccc; padding: 0.2em; background-color: #ddd;" | 4
| style="border: 1px solid #ccc; padding: 0.2em; background-color: #edd;" | ?? entry type code (0x01010000=SYSC, 0x01030000=CONF, 0x01060000=PLAY)
|- style="background-color: #ddd;"
| style="border: 1px solid #ccc; padding: 0.2em; background-color: #ded;" | 0x004
| style="border: 1px solid #ccc; padding: 0.2em; background-color: #dde;" | 0x007
| style="border: 1px solid #ccc; padding: 0.2em; background-color: #ddd;" | 4
| style="border: 1px solid #ccc; padding: 0.2em; background-color: #edd;" | entry type name ('SYSC', 'CONF', 'PLAY')
|- style="background-color: #ddd;"
| style="border: 1px solid #ccc; padding: 0.2em; background-color: #ded;" | ...
| style="border: 1px solid #ccc; padding: 0.2em; background-color: #dde;" | ...
| style="border: 1px solid #ccc; padding: 0.2em; background-color: #ddd;" | ...
| style="border: 1px solid #ccc; padding: 0.2em; background-color: #edd;" | ...
|}
[[Category:File formats]]
== Vulnerabilities ==
Super Mario Galaxy (and its sequel, Super Mario Galaxy 2) are known to have an unexploitable vulnerability in parsing GameData.bin. The entire file is loaded into memory at once, and after being verified for integrity (checksum, version, etc.), its index entries are extracted. The game keeps an in-memory template of an empty savefile, with the index entries being copied into the template. A function is used (on both GameData.bin and the template) to get the data pointer and length of an entry.
This function calculates the length of an index entry by subtracting the current entry's offset from the next entry's offset. Unfortunately, the length from GameData.bin is not used for the memcpy() into the template: the length from the template is used. However, once the memcpy() completes, the game checks if the amount of data specified by GameData.bin is less than the amount copied. This is done by checking whether template_size - reported_size > 0. It is possible to make reported_size negative (>= 0x80000000), which would cause that check to return true. If true, it memset()s that amount of 0 bytes after the copied data.
Unfortunately, the layout of the heap and the fact that it is all 0 bytes makes this vulnerability apparently useless.
edbfd458af72687c8ea6854736b8bc7accea44c8
35th Anniversary Direct SMG Clip
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GalaxyMaster
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fix link
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On September 12, 2020, Nintendo published their [https://www.youtube.com/watch?v=s_UcjEq2Dgk Super Mario Bros. 35th Anniversary Direct]. At 14:39 in this video, a clip of Super Mario Galaxy is shown.
Some points to note about this clip:
* When long jumping at the beginning of the clip, '''Mario's E3 2006 long jump voice is heard.''' This was widely noticed and reported on.
* It's 480p, so it was recorded on the Wii, not the [[Super Mario 3D All-Stars|newly developed Nintendo Switch port]].
* The game's background music isn't playing; the Gusty Garden music is edited in (enough evidence by itself that this isn't a recording of any retail build).
It's possible that Nintendo used preexisting video of Super Mario Galaxy. This seems plausible given the second point above and given the number of games shown; it's unlikely that Nintendo played and recorded all of them for the creation of this direct. It's also worth nothing that the Super Mario Sunshine clip at 14:05 in that same video uses coin sounds from a 1995 Super Mario 64 demo.
https://mariogalaxy.org/w/images/8/82/35th_Anniversary_Direct_SMG_Clip.mp4
<!-- MediaWiki doesn't like H.264 so keep this commented out for now
[[File:35th Anniversary Direct SMG Clip.mp4|thumb]] -->
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JSystem
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2023-02-28T07:53:18Z
GalaxyMaster
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add games
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'''JSYSTEM''', '''JSystem''', or '''JSys''', is a library used in first party 3D Nintendo games on the GameCube and Wii, including Super Mario Galaxy and Super Mario Galaxy 2.
Different games use different versions of the JSys library.
== Games that use JSys (in order of release) ==
* Luigi's Mansion
* Pikmin
* Super Mario Sunshine
* The Legend of Zelda: The Wind Waker
* Mario Kart: Double Dash
* Pac-Man Vs.
* The Legend of Zelda: Four Swords Adventures
* Pikmin 2
* Donkey Kong Jungle Beat
* The Legend of Zelda: Twilight Princess
* Super Mario Galaxy
* Link's Crossbow Training
* Mario Kart Wii
* Super Mario Galaxy 2
* The Legend of Zelda: Skyward Sword
== JSys libraries ==
* J2DGraph
* J3DGraphAnimator
* J3DGraphBase
* JAudio
* JMap
* JParticle
* JStudio
* JUtility
e5e2848d064ba7cfe34f675619a061a49e5601e8
175
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2023-03-02T04:32:15Z
GalaxyMaster
1
wikitext
text/x-wiki
'''JSYSTEM''', '''JSystem''', or '''JSys''', is a library used in some first party 3D Nintendo games on the GameCube and Wii, including Super Mario Galaxy and Super Mario Galaxy 2.
Different games use different versions of the JSys library.
== Games that use JSys (in order of release) ==
* Luigi's Mansion
* Pikmin
* Super Mario Sunshine
* The Legend of Zelda: The Wind Waker
* Mario Kart: Double Dash
* Pac-Man Vs.
* The Legend of Zelda: Four Swords Adventures
* Pikmin 2
* Donkey Kong Jungle Beat
* The Legend of Zelda: Twilight Princess
* Super Mario Galaxy
* Link's Crossbow Training
* Mario Kart Wii
* Super Mario Galaxy 2
* The Legend of Zelda: Skyward Sword
== JSys libraries ==
* J2DGraph
* J3DGraphAnimator
* J3DGraphBase
* JAudio
* JMap
* JParticle
* JStudio
* JUtility
d6f4f0ff7d7dbc5dc882b1e82f562a2330392afa
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2023-03-04T02:00:48Z
MasterLuma
3
/* JSys libraries */
wikitext
text/x-wiki
'''JSYSTEM''', '''JSystem''', or '''JSys''', is a library used in some first party 3D Nintendo games on the GameCube and Wii, including Super Mario Galaxy and Super Mario Galaxy 2.
Different games use different versions of the JSys library.
== Games that use JSys (in order of release) ==
* Luigi's Mansion
* Pikmin
* Super Mario Sunshine
* The Legend of Zelda: The Wind Waker
* Mario Kart: Double Dash
* Pac-Man Vs.
* The Legend of Zelda: Four Swords Adventures
* Pikmin 2
* Donkey Kong Jungle Beat
* The Legend of Zelda: Twilight Princess
* Super Mario Galaxy
* Link's Crossbow Training
* Mario Kart Wii
* Super Mario Galaxy 2
* The Legend of Zelda: Skyward Sword
== JSys libraries ==
* J2DGraph
* J3DGraphAnimator
* J3DGraphBase
* JAudio
* JKernel
* JMap
* JMath
* JParticle
* JStudio
* JSupport
* JUtility
00a834f5ba609adc16f7ba5f581d92af9d7df957
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2023-03-04T10:23:41Z
GalaxyMaster
1
GalaxyMaster moved page [[JSYSTEM]] to [[JSystem]]
wikitext
text/x-wiki
'''JSYSTEM''', '''JSystem''', or '''JSys''', is a library used in some first party 3D Nintendo games on the GameCube and Wii, including Super Mario Galaxy and Super Mario Galaxy 2.
Different games use different versions of the JSys library.
== Games that use JSys (in order of release) ==
* Luigi's Mansion
* Pikmin
* Super Mario Sunshine
* The Legend of Zelda: The Wind Waker
* Mario Kart: Double Dash
* Pac-Man Vs.
* The Legend of Zelda: Four Swords Adventures
* Pikmin 2
* Donkey Kong Jungle Beat
* The Legend of Zelda: Twilight Princess
* Super Mario Galaxy
* Link's Crossbow Training
* Mario Kart Wii
* Super Mario Galaxy 2
* The Legend of Zelda: Skyward Sword
== JSys libraries ==
* J2DGraph
* J3DGraphAnimator
* J3DGraphBase
* JAudio
* JKernel
* JMap
* JMath
* JParticle
* JStudio
* JSupport
* JUtility
00a834f5ba609adc16f7ba5f581d92af9d7df957
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184
2023-03-04T10:24:34Z
GalaxyMaster
1
/* Games that use JSys (in order of release) */
wikitext
text/x-wiki
'''JSYSTEM''', '''JSystem''', or '''JSys''', is a library used in some first party 3D Nintendo games on the GameCube and Wii, including Super Mario Galaxy and Super Mario Galaxy 2.
Different games use different versions of the JSys library.
== Games that use JSys (in order of release) ==
* Luigi's Mansion
* Pikmin
* Super Mario Sunshine
* The Legend of Zelda: The Wind Waker
* Mario Kart: Double Dash
* Pac-Man Vs.
* The Legend of Zelda: Four Swords Adventures
* Pikmin 2
* [[Donkey Kong Jungle Beat]]
* The Legend of Zelda: Twilight Princess
* Super Mario Galaxy
* Link's Crossbow Training
* Mario Kart Wii
* Super Mario Galaxy 2
* The Legend of Zelda: Skyward Sword
== JSys libraries ==
* J2DGraph
* J3DGraphAnimator
* J3DGraphBase
* JAudio
* JKernel
* JMap
* JMath
* JParticle
* JStudio
* JSupport
* JUtility
2adaafa845b24ac40c76f5b08ddb974ed2dc83ce
Lingcod
0
54
172
2023-02-28T08:02:19Z
GalaxyMaster
1
Redirected page to [[Northport]]
wikitext
text/x-wiki
#REDIRECT [[Northport]]
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Nintendo EAD Tokyo
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2023-02-28T08:11:03Z
GalaxyMaster
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'''Nintendo EAD Tokyo''' was the division of Nintendo Entertainment Analysis & Development (EAD) that created both Super Mario Galaxy games. In 2015, EAD Tokyo was renamed Nintendo EPD Production Group No. 8, as the entirety of EAD had been renamed Nintendo Entertainment Planning & Development (EPD). Under its new name, EPD Production Group No. 8 continues to be responsible for the 3D Mario platformer series, including [[Super Mario 3D All-Stars]].
377af67e363a03a63deefacddfd6425ea36753b5
File:Takeshi Hayakawa 1.png
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2023-03-02T04:49:03Z
GalaxyMaster
1
[[Takeshi Hayakawa]]
Source: [https://iwataasks.nintendo.com/interviews/wii/supermariogalaxy2/1/0/]
wikitext
text/x-wiki
== Summary ==
[[Takeshi Hayakawa]]
Source: [https://iwataasks.nintendo.com/interviews/wii/supermariogalaxy2/1/0/]
5b3793f89f6ab28c701e0d22c9d8ea293e9ef8d0
File:Takeshi Hayakawa 2.png
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2023-03-02T04:52:03Z
GalaxyMaster
1
[[Takeshi Hayakawa]]
Source: [https://iwataasks.nintendo.com/interviews/wii/supermariogalaxy2/1/3/]
wikitext
text/x-wiki
== Summary ==
[[Takeshi Hayakawa]]
Source: [https://iwataasks.nintendo.com/interviews/wii/supermariogalaxy2/1/3/]
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File:Takeshi Hayakawa 3.png
6
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2023-03-02T04:54:06Z
GalaxyMaster
1
[[Takeshi Hayakawa]]
Source: [https://iwataasks.nintendo.com/interviews/wii/supermariogalaxy2/1/5/]
wikitext
text/x-wiki
== Summary ==
[[Takeshi Hayakawa]]
Source: [https://iwataasks.nintendo.com/interviews/wii/supermariogalaxy2/1/5/]
a97886db3d74f75469f6ded011a5e7b2a980fff9
Iwata Asks: Super Mario Galaxy 2 - Volume 1
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2023-03-02T05:21:07Z
GalaxyMaster
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create page
wikitext
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== Playing a 3D Game Like It's 2D ==
'''Iwata''' Miyamoto-san, looking back at the history of the Mario series up until now, we have only released one 3D Mario per gaming platform.
'''Miyamoto''' Yes, that's right.
'''Iwata''' But Super Mario Galaxy 2 will be the second one for the Wii console.<sup>1</sup> Did making it feel similar to when you made The Legend of Zelda: Ocarina of Time <sup>2</sup> followed by The Legend of Zelda: Majora's Mask<sup>3</sup>?
'''Miyamoto''' I was going to say that, but you beat me to it! (laughs)
'''Iwata''' (laughs)
1 The second one for the Wii console: The first one was Super Mario Galaxy, an action game released for the Wii console in November 2007.<br>
2 The Legend of Zelda: Ocarina of Time: The first game in the Zelda series to appear in 3D. Released in November 1998 for the Nintendo 64 system.<br>
3 The Legend of Zelda: Majora's Mask: Released for the Nintendo 64 system in April 2000, one year and five months after The Legend of Zelda: Ocarina of Time.<br>
'''Miyamoto''' Broadly speaking, yes. For The Legend of Zelda: Majora's Mask, we simply adopted the 3D engine from The Legend of Zelda: Ocarina of Time, because when you make a new game, it takes a whole year just to make the player-character movements.
'''Iwata''' That's right.
'''Miyamoto''' We had put a lot of effort and time into building an engine that would allow players to feel comfortable controlling the player's character in the game, so we thought it would be a waste to just build the courses and then call it done. So for The Legend of Zelda: Majora's Mask, we tried packing a high concentration of elements into an extremely compact world.
'''Iwata''' So you set a deadline.
'''Miyamoto''' That's right. I wanted the game to be made in one year. I thought if I set a deadline like that we wouldn't run loose making a bunch of unnecessary new fields. (laughs) And that led to the three-day system<sup>4</sup>.
'''Iwata''' Is that so. (laughs)
4 Three-day system: Within the game, the world will end once a certain three-day period has passed, so to keep playing the player must return to morning of the first day.
'''Miyamoto''' So just as The Legend of Zelda: Majora's Mask built upon the foundation laid by The Legend of Zelda: Ocarina of Time, in making Super Mario Galaxy 2, we reevaluated the spherical environments of the first Super Mario Galaxy and noticed some things.
'''Iwata''' Do you mean that you had not made full use of the benefits of spherical environments?
'''Miyamoto''' Right. 3D Mario games, started with Super Mario 64<sup>5</sup>, always had a miniature landscape the player could move around within freely. They were structured so you gradually came to understand the landscape. Stars were placed around here and there and players could tell just by looking which ones would be easy to get and which ones would be difficult.
5 Super Mario 64: The first 3D action game in the Mario series. Released simultaneously with the Nintendo 64 system in June 1996.
'''Iwata''' You can put off getting the difficult ones until you've improved a little.
'''Miyamoto''' Exactly. You went back and forth over the same course repeatedly and memorized the landscape. We made Super Mario Galaxy along those same lines, but when we looked back over it, there were lots of places where we could have added new elements to the same environments to make it more fun.
'''Iwata''' So development of Super Mario Galaxy 2 began with using the first game's environments exactly as they were.
'''Iwata''' Not 2, but 1.5. So you wouldn't get too carried away.
'''Miyamoto''' Right. We began with the intention of making a game labeled 1.5, but the development staff members were saying things like "It would be fun if we had more environments like this" and "Let's put in more new stuff." It was like "More, more, more!" and new environments started multiplying rapidly. The next thing I knew, more than 90% of the courses were new and I couldn't tell where we had kept anything from the previous game!
'''Iwata''' So in the end, it became 2 rather than 1.5.
'''Miyamoto''' That's right.
'''Iwata''' But that wasn't your only motivation for developing Super Mario Galaxy 2, right?
'''Miyamoto''' Right. (laughs)
'''Iwata''' It seems a lot of people are saying things like "Unlike 2D Mario, I get lost in 3D Mario" and "3D Mario is more difficult than 2D Mario, so I can't do it," and I had a feeling that you were determined to do something about that sometime.
'''Miyamoto''' Yes, but I think that we had solved a lot of the problems inherent in 3D Mario games with the first Mario Galaxy. You play on spheres, so if you run around them, you will always return to where you started.
'''Iwata''' So you can't get lost.
'''Miyamoto''' Right. And we noticed something while making Super Mario Galaxy 2. We often talk about 3D Mario games, but actually you're just playing in a world made in 3D. What's fun is the gameplay itself is often still 2D.
'''Miyamoto''' Well, even if the field itself is 3D, there are objects in it, and Mario. When you look at it from above, it's actually flat.
'''Iwata''' Oh, I see. So if the camera is directly above or straight to the side, you can easily play as if it's a 2D game.
'''Miyamoto''' Right. But while 2D Mario games only have scenes viewed from the side, 3D games are a refreshing change because they're flat, but also have depth.
'''Iwata''' Was your desire to create a flat style of play stronger this time than it was before?
'''Iwata''' And you can eat chili pepper this time.
'''Iwata''' I see.
'''Iwata''' Gravity flows in the direction of the arrow and suddenly someplace that you thought was the ceiling becomes the floor. It's a really unique course.
'''Miyamoto''' Yes. It feels like playing with a new toy. That course, too, is sometimes like playing a 2D side-scroller.
'''Iwata'''
'''Miyamoto''' Right. That's why I think it's easy to play. And when it comes to spheres, there's something called a drill this time.
'''Iwata''' I saw a video of it. Mario holds a drill, digs into the earth, and comes out the opposite side of the planet.
'''Miyamoto''' Since you play on spheres, we wanted to be able to pass through to the other side of them. And that's how we used the system of the previous game as a foundation for making a new game that players could comfortably enjoy.
== What I Learned Talking with the Producer ==
'''Iwata''' This year, 2010, marks the twenty-fifth anniversary of the release of the first Super Mario Bros.<sup>6</sup> And it's actually been 14 years since the release of Super Mario 64.
'''Miyamoto''' Has it really been that long? Starting with Super Mario 64, this is the fourth 3D Mario game. Working on the series all this time, we've run across quite a lot of challenges.
'''Iwata''' What kind of challenges?
'''Miyamoto'''One was finding the right way of thinking about how to make Mario games. Take, for example, Super Mario Sunshine<sup>7</sup>, which was an action game using a water pump.
'''Iwata''' You could use the pump to shoot up into the sky.
6 Super Mario Bros.: A side-scrolling action game released for the NES system in September 1985.<br>
7 Super Mario Sunshine: A 3D action game released for the GameCube system in July 2002.
'''Miyamoto''' That's right. It's a game that uses water, so we decided on a southern isle for the setting, and thought having it be a resort spot would be a good idea. And since it's a southern island, you have to go there by plane.
But if you go by plane, it would be weird for Princess Peach to go all alone, so we sent Toad along with her, and thought she needed an attendant, so Toadsworth is there, too. Princess Peach is there with her parasol open and her attendant standing by, but if that were all, it would be pretty lonely for a trip to a resort island!
'''Iwata''' The island needed to have inhabitants.
'''Miyamoto''' Right. You need inhabitants and other tourists. We had quite a discussion about that. We thought other tourists would kill the mood, but we at least needed inhabitants, so first we created the Piantas. We decided on the Piantas and the water pump, and only then began designing the enemies.
'''Iwata''' So you started making the enemies after you had first established the setting to a certain degree.
'''Miyamoto''' Right. And that was completely different than how we had made games up to that point.
In the first place, Mario was the character who was not allowed to be hit by any enemies. But just dodging enemies couldn't make Mario more fun game, so we started thinking about how Mario could beat his enemies. That led us to the idea of Mario Bros.<sup>8</sup>, where you would hit the floor from underneath.
8 Mario Bros: An action game released in 1983 in an arcade version and for the NES system.
'''Iwata''' That's where the turtles came out, right?
'''Miyamoto''' Yeah. Because turtles are a good example if you think of something that's flipped over. (laughs) We had made games that way up to certain point, but it was a completely different approach to first decide on flying to a resort island where people called Piantas are living and only then start thinking about opponents.
Something I started wondering about when we made the first Super Mario Galaxy was how we decided which characters are good and which ones are bad. Often when a new employee would draw a character, I would say, "That's no good," and they would say they didn't know what was wrong with it. I would have to explain why it was no good, and I'd say that with the characters that appear in Mario, it's very important that players be able to tell just by looking at them what their function is. It's easy to understand once you put it into words, but that was the first time I had ever done it.
We overcame a design problems as we made the first Super Mario Galaxy in that way, but another issue was story. I kept wondering if a story was really necessary for Mario games.
'''Iwata''' That's been a hot topic ever since Super Mario Sunshine.
'''Miyamoto''' Yes. Koizumi-san<sup>9</sup> was the director of Super Mario Sunshine and the first Super Mario Galaxy. This time, he oversaw Super Mario Galaxy 2 as producer. We've been a good team for quite some time.
'''Iwata''' You guys have worked together since Super Mario 64, so you've been together about 14 years.
'''Miyamoto''' Yes. He came up with the scenario for The Legend of Zelda: Link's Awakening<sup>10</sup>, so he's good at coming up with stories.
'''Iwata''' In the session of "Iwata Asks" over The Legend of Zelda: Spirit Tracks, Tezuka-san<sup>11</sup> said Koizumi-san is very romantic. (laughs)
9 Yoshiaki Koizumi: In addition to developing the 3D Mario games, he has been involved with such games as Donkey Kong Jungle Beat and Flipnote Studio. He is at Nintendo's EAD Tokyo Software Development Department.<br>
10 The Legend of Zelda: Link's Awakening: The first game in the Zelda series, released for the Game Boy in June 1993. Then in December 1998, a remake named The Legend of Zelda: Link's Awakening DX was released for the Game Boy Color.<br>
11 Takashi Tezuka: He has participated in development of numerous games, including games in the Super Mario, Yoshi and Animal Crossing series. He is General Manager of the Software Development Department of Nintendo's Entertainment and Analysis Division.
'''Miyamoto''' Yes, he is. And he's also good at animation. I've always watched over him to make sure he used those strengths but didn't go overboard. Ever since Super Mario Sunshine, however, I'd felt there was something not quite natural about certain developments. I had, of course, talked about that with him all along, but when it came to certain central elements, there were areas we had each somehow avoided bringing up.
'''Iwata''' You had worked together for so many years, but some things were still unclear between you.
'''Miyamoto''' Right. When making the first Super Mario Galaxy, I had said Mario games didn't need a story or movies, but before I knew it, there were quite a few movies and a substantial amount of story. When it comes to movies, you can pretty much stick them in at the end of development.
'''Iwata''' That's when all the separate elements come together.
'''Miyamoto''' So at the end of development, I was like, "Huh? It's getting more and more like The Legend of Zelda!" (laughs)
'''Iwata''' After you had said there didn't need to be a story! (laughs)
'''Miyamoto''' Right! Because I'd had that experience with the first Super Mario Galaxy, we talked beforehand this time about cutting out such elements, but I began to get the feeling during development that those things were not sufficiently cut off.
'''Iwata''' You said you would cut out, but things just don't work on your way as you go along.
'''Miyamoto''' It wasn't happening. I showed a version of the game to Tezuka-san and Nakago-san<sup>12</sup> partway through development and they both said something was wrong.
'''Iwata''' When two guys who had worked on Mario<sup>13</sup> for so long said something was wrong, you knew something had to change.
12 Toshihiko Nakago: He has supported development of Nintendo games such as those in the Mario and The Legend of Zelda series ever since the days of the NES system. He is president of SRD Co., Ltd.<br>
13 Two guys who had worked on Mario for so long: Takashi Tezuka and Toshihiko Nakago talk about the Mario series in this "Iwata Asks" interview.
'''Miyamoto''' Yes. I had been keeping an eye on the action elements, and had checked the course designs, but I had mostly left the more theatrical elements to the team.
'''Iwata''' I see.
'''Miyamoto''' I knew I couldn't leave the game as it was, so one Saturday afternoon, I met Koizumi-san outside the company building to have a long talk with him.
'''Iwata''' Oh, you told me about that the following week over lunch. You said you had talked with him for about four or five hours and figured out quite a lot. You seemed relieved, as if a fog that had been around for years had suddenly lifted. (laughs)
'''Miyamoto''' Yeah. (laughs) I hadn't really talked to him that way for a long time. We were like a married couple that had grown used to each other and not talked heart-to-heart in the many years since their wedding suddenly having a long chat after the children have left the house. (laughs)
'''Iwata''' Ah ha ha! (laughs)
'''Miyamoto''' But talking over fundamental issues like Koizumi-san's views on the importance of story, the function of stories in games and what kind of a game Mario is, I learned something important.
'''Iwata''' And what was that?
== The Most Important Thing Is Resonance ==
'''Iwata''' What exactly do you mean?
'''Miyamoto''' Unless you're careful, there's a tendency for games like Mario that can be played by children to gradually become childish. Those making the game tend to unconsciously make them that way.
Taking how Mario's line can be scripted as an example, they even propose to write, "Where'd my mommy go?". When someone in their fifties like me hears their player-character speak childishly like that, it doesn't quite sit right. After all, Mario wasn't a game only for children in the first place. As I make a game, I try to keep in mind that guys in their fifties will play it, too.
We go back and forth about other issues, as well. "Can we make Mario speak?" "No, Mario is the player, so he shouldn't talk." Like that. But he does say things like "mamma mia," so someone will be like, "Wait wait... He's talking, isn't he?!" (laughs)
'''Iwata''' (laughs)
'''Miyamoto''' But that's not necessarily a bad thing. When it comes to whether a game should be childish or less childish or Mario should talk or he shouldn't...
'''Iwata''' Those things aren't essential.
'''Miyamoto''' Exactly. I realized when I talked to Koizumi-san that those things aren't essential. Whether or not the game world resonates with you as you're playing the game is what's most important. For example, when you watch a big-budget movie, you may be amazed by all the pyrotechnics, but at the same time, something isn't quite striking home with you.
'''Iwata''' Because it's not resonating.
'''Miyamoto''' Right. It isn't resonating, so you can't get into it. As for Super Mario Galaxy 2, we wanted a suitable amount of story and movies, so we made lots of new enemies, but we wanted this game to be fully elaborated in keeping with the essence of this particular game. If we hadn't, some players would think things like "Why is this enemy here?" and be jarred out of the experience.
'''Iwata''' The game wouldn't resonate with them.
'''Miyamoto''' I came to notice that my way of making games may have been to seek for resonance. I didn't necessarily want to include story or not include story. Rather, I have been making games that I hope will resonate with players, I now think.
'''Iwata''' I suppose that has a great deal to do with why New Super Mario Bros. Wii<sup>14</sup> found such a large following around the world.
14 New Super Mario Bros. Wii: An action game released in December 2009 for the Wii console.
'''Miyamoto''' I think it's because we were able to give people something that they felt a connection to.
'''Iwata''' It resonated.
'''Miyamoto''' I think so. When enemies resonate with you, you willingly engage with them. You notice things like how a certain enemy wasn't scary, but the next time a similar one appears, its color is a little different and it spits out two rocks instead of one, so you think it must be tougher. You reason things out for yourself and put them to the test. This kind of interaction is interesting. The more of it there is, the more a game will resonate. And I think you can sense certain inevitability of your being there in that.
'''Iwata''' Ah, I see. The concept of resonance can explain an awful lot.
'''Miyamoto''' You can apply it to figuring out the difference between interesting TV shows and uninteresting ones. Rather than wondering whether the general scenario is interesting or not, what's important is whether the characters that appear in it are realistic.
'''Iwata''' What kinds of characters appear in what kinds of situations.
'''Miyamoto''' So even though a television drama may feature a general milieu that would usually be of no interest to you, if the characters that appear in it look like real people in your own life, the show will resonate, and you'll be able to get into it. I think video games are the same way.
'''Iwata''' Today's discussion is a little deep. (laughs)
'''Miyamoto''' It's something that has been interesting me greatly these days. (laughs) Along with how games are unique for their interactive nature.
'''Iwata''' You made Super Mario Galaxy 2 so it would resonate. How has that changed the impression it makes?
'''Miyamoto''' I had Tezuka-san play it and tell me what he thought. Right away, he said the tempo had improved.
'''Iwata''' Is that because the excess elements had been trimmed away?
'''Miyamoto''' Simply put, I think it was because he was able to enter into the world of the game naturally.
'''Iwata''' I see. The world resonated with him.
Lastly, are there any other features of the game you would like to point out to players?
'''Miyamoto''' Well, we named it Super Mario Galaxy 2, so we aimed at creating a game that would be enjoyable for people who had played its predecessor.
And then, one of the challenges of 3D games at the moment is that there are lots of things you have to learn at the start of the game, so there are lots of tutorials at the beginning. Tutorials are nice for helping people to remember the controls for the first time, but they're a pain for people who already know the controls.
'''Iwata''' They want to say, "I already know all that, so just let me go on ahead!"
'''Miyamoto''' Yeah. But you have to make them.
'''Iwata''' That's an ever-present dilemma.
'''Miyamoto''' Yes. We run up against that every time we make a Mario game, but we wanted people who had played the previous game to be able to jump right into Mario Galaxy 2, so we confined the tutorials to something called Tip Network that you only have to look at if you want to. That way, if you want, you can put the pedal to the metal right from the start.
What's more, it's a quite substantial game with, I'd say, about 20% more material compared to its predecessor. When I play it alone late at night, I get worked up and pound the table and shout!
'''Iwata''' Hmm. I'd like to see that. (laughs)
'''Miyamoto''' (laughs) It's a tough game that makes you always want to give it another shot. So if there's anyone out there who really wants to master it, it presents a good challenge.
And, of course, new players will be able to enjoy that particularly Mario-esque, mysterious world such as they've never encountered anywhere else. For example, if Mario takes a big jump off a small sphere, he'll spin around it forever! (laughs)
'''Iwata''' That sounds fun!
'''Miyamoto''' It's difficult, though. It isn't easy. But the pleasure of overcoming those challenges is the real thrill of an action game. There are places that will confuse complete beginners who have never played a 3D action game before. To be honest, we were worried about that right up to the very end.
'''Iwata''' You looked so worried that I was wondering if there was any help I myself could give to the team.
'''Miyamoto''' Yeah. It really helped when you suggested including a DVD called Super Mario Galaxy 2 for Beginners with hints for beginners. At that point, we wouldn't have been able to put so much in the way of tutorials into the game itself. We had cut down on the tutorials in the game so that players familiar with the previous Super Mario Galaxy could dig right in, and that DVD allowed us to more than make up for that.
'''Iwata''' We also included special footage of the development team showing off their skills, so players who are confident in their own skills will also definitely derive some value from watching it.
'''Miyamoto''' Using the second Wii Remote controller to help out is another thing we have made more prominent this time. It's quite convenient if two players can cooperate, so I hope people will check that out, too.
'''Iwata''' By the way, you also drew up the text yourself, didn't you?
'''Miyamoto''' Yes, that's right. It was my first time since Super Mario 64. At first, when I heard there wouldn't even be 5,000 instances of text, I got all smug and thought I would take them all down myself, but toward the end of development, I was like, "Aw, I'll just take care of cleaning the ones in really important places!" (laughs)
'''Iwata''' (laughs)
'''Miyamoto''' I said something like, "The rest is up to you," but then, for the first time in a long while, got to stand around nitpicking the lines everyone else wrote.
'''Iwata''' It's funny to hear about how much you got into it. (laughs)
'''Miyamoto''' It was a heck of a lot of fun.
'''Iwata''' Fun?
'''Miyamoto''' It was probably a big inconvenience for everyone else, though. They were probably like, "Does it really matter?!" (laughs)
'''Iwata''' Ah ha ha! (laughs)
'''Miyamoto''' I think I was so picky because I really wanted the game to resonate.
'''Iwata''' Even with guys in their fifties! Just last year, in December, I joined their ranks.
8e034fd04d0aeedd9af136694238dc0ab681f64f
File:Mariogalaxy ot wii 030807.mp4
6
59
180
2023-03-03T03:39:39Z
MasterLuma
3
Official Super Mario Galaxy E3 Demo trailer.
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== Summary ==
Official Super Mario Galaxy E3 Demo trailer.
d3064d2321dd111b8564661a289d4e3a1851dde2
Donkey Kong Jungle Beat
0
60
183
2023-03-04T10:22:49Z
GalaxyMaster
1
Created page with "''Donkey Kong Jungle Beat'' is 2005 GameCube game developed by [[Nintendo EAD Tokyo]]. Jungle Beat was EAD Tokyo's first release, and after finishing it they would go on to create Super Mario Galaxy. Super Mario Galaxy is believed to be the direct developmental continuation of Jungle Beat. Jungle Beat shares a lot of similarities with Super Mario Galaxy (more than those found between any two [[JSystem]] games), and there has even been some success in viewing Jungle Beat..."
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''Donkey Kong Jungle Beat'' is 2005 GameCube game developed by [[Nintendo EAD Tokyo]]. Jungle Beat was EAD Tokyo's first release, and after finishing it they would go on to create Super Mario Galaxy.
Super Mario Galaxy is believed to be the direct developmental continuation of Jungle Beat. Jungle Beat shares a lot of similarities with Super Mario Galaxy (more than those found between any two [[JSystem]] games), and there has even been some success in viewing Jungle Beat stages in [[Whitehole]].
d85f9dc589a816ab0b7d62bedab2e66948579b95
187
183
2023-03-04T21:41:39Z
GalaxyMaster
1
wikitext
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'''''Donkey Kong Jungle Beat''''' is 2005 GameCube game developed by [[Nintendo EAD Tokyo]]. Jungle Beat was EAD Tokyo's first release, and after finishing it they would go on to create Super Mario Galaxy.
Super Mario Galaxy is believed to be the direct developmental continuation of Jungle Beat. Jungle Beat shares a lot of similarities with Super Mario Galaxy (in addition to those one would expect to find between any two [[JSystem]] games), and there has even been some success in viewing Jungle Beat stages in [[Whitehole]].
b587b2e0c808048f8e278cc42c6eed04457a2c81
JSYSTEM
0
61
185
2023-03-04T10:23:41Z
GalaxyMaster
1
GalaxyMaster moved page [[JSYSTEM]] to [[JSystem]]
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#REDIRECT [[JSystem]]
99644574e0a20937996df0eb3307a5048f0343a7
Category:List of Super Mario Galaxy 1 Galaxies
14
62
188
2023-03-04T22:10:42Z
Lord-Giganticus
4
not done yet btw
wikitext
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This category contains all the galaxies in Super Mario Galaxy 1.
LEGEND:<br>
<nowiki>* Has one of the Green Stars</nowiki><br>
<nowiki>^ Has a Luigi secret star</nowiki><br>
<nowiki># Is a Grand Star</nowiki>
== Terrance ==
{| class = "wikitable"
! Name !! No. of Stars !! No. Stars required
|-
| [[Good Egg Galaxy]] || 6^ || 1
|-
| [[Honeyhive Galaxy]] || 6^ || 3
|-
| [[Loopdeeloop Galaxy]] || 1 || 5
|-
| [[Flipswitch Galaxy]] || 1 || 7
|-
| [[Bowser Jr.'s Robot Reactor]] || 1# || 8
|-
| [[Sweet Sweet Galaxy]] || 1 || 7
|}
== Fountain ==
{| class = "wikitable"
! Name !! No. of Stars !! No. Stars required
|-
| [[Space Junk Galaxy]] || 6 || 9
|-
| [[Rolling Green Galaxy]] || 1 || 11
|-
| [[Battlerock Galaxy]] || 7*^ || 12
|-
| [[Hurry-Scurry Galaxy]] || 1 || 18
|-
| [[Bowser's Star Reactor]] || 1# || 15
|-
| [[Sling Pod Galaxy]] || 1 || Complete Space Junk 3
|}
== Kitchen ==
{| class = "wikitable"
! Name !! No. of Stars !! No. Stars required
|-
| [[Beach Bowl Galaxy]] || 6 || 16
|-
| [[Bubble Breeze Galaxy]] || 1 || 19
|-
| [[Ghostly Galaxy]] || 6 || 20
|-
| [[Buoy Base Galaxy]] || 2* || 30 (Beach Bowl 1 must also be completed)
|-
| [[Bowser Jr.'s Airship Armada || 1# || 23
|-
| [[Drip Drop Galaxy]] || 1 || Complete Beach Bowl 1
|}
== Bedroom ==
{| class = "wikitable"
! Name !! No. of Stars !! No. Stars required
| [[Gusty Garden Galaxy]] || 6 || 24
|-
| [[Freezeflame Galaxy]] || 6 || 26
|-
| [[Dusty Dune Galaxy]] || 7* || 29
|-
| [[Honeyclimb Galaxy]] || 1 || 42
|-
| [[Bowser's Dark Matter Planet]] || 1# || 33
|-
| [[Bigmouth Galaxy]] || 1 || Collect Dusty Dune 1
|}
== Engine Room ==
{| class = "wikitable"
! Name !! No. of Stars !! No. Stars required
| [[Gold Leaf Galaxy]] || 6 || 34
|-
| [[Sea Slide Galaxy]] || 6 || 36
|-
| [[Toy Time Galaxy]] || 6 || 40
|-
| [[Bonefin Galaxy]] || 1 || 55 (Drip Drop must also be collected)
|-
| [[Bowser Jr.'s Lava Reactor]] || 1# || 45
|-
| [[Sand Spiral Galaxy]] || 1 || Collect Sea Slide 2 and Ghostly Galaxy 1
|}
== Gate ==
{| class = "wikitable"
! Name !! No. of Stars !! No. Stars required
| [[Deep Dark Galaxy]] || 6 || 46
|-
| [[Dreadnought Galaxy]] || 6 || 48
|-
| [[Matter Splatter Galaxy]] || 1 || 50 (Toy Time 1 must also be collected)
|-
| [[Melty Molten Galaxy]] || 6 || 52
|-
| [[Snow Cap Galaxy]] || 1 || Collect Melty Molten 1
|}
== Misc ==
These Galaxies do not really have a dome (Gateway kind of, but not really) so they are here instead.
{| class = "wikitable"
! Name !! No. of Stars || No. Stars Required
| [[Gateway Galaxy]] || 2 || Collect the Engine Room's Grand Star
|-
| [[Boo's Boneyard Galaxy]] || 1 || Complete Gateway 2
|-
| [[Bowser's Galaxy Reactor]] || 1# || 60 (The bedroom Grand Star must be collected)
|}
02162abdbeadd0df68f10070de47eb474bf0c9d5
190
188
2023-03-04T22:51:42Z
GalaxyMaster
1
some improvements
wikitext
text/x-wiki
This category contains all the galaxies in Super Mario Galaxy 1.
LEGEND:<br>
<nowiki>* Has one of the Green Stars</nowiki><br>
<nowiki>^ Has a Luigi secret star</nowiki><br>
<nowiki># Is a Grand Star</nowiki>
== Terrance ==
{| class = "wikitable"
! Name !! No. of Stars !! Access requirement
|-
| [[Good Egg Galaxy]] || 6^ || 1 star
|-
| [[Honeyhive Galaxy]] || 6^ || 3 stars
|-
| [[Loopdeeloop Galaxy]] || 1 || 5 stars
|-
| [[Flipswitch Galaxy]] || 1 || 7 stars
|-
| [[Bowser Jr.'s Robot Reactor]] || 1# || 8 stars
|-
| [[Sweet Sweet Galaxy]] || 1 || 7 stars
|}
== Fountain ==
{| class = "wikitable"
! Name !! No. of Stars !! Access requirement
|-
| [[Space Junk Galaxy]] || 6 || 9 stars
|-
| [[Rolling Green Galaxy]] || 1 || 11 stars
|-
| [[Battlerock Galaxy]] || 7*^ || 12 stars
|-
| [[Hurry-Scurry Galaxy]] || 1 || 18 stars
|-
| [[Bowser's Star Reactor]] || 1# || 15 stars
|-
| [[Sling Pod Galaxy]] || 1 || Space Junk Galaxy 3
|}
== Kitchen ==
{| class = "wikitable"
! Name !! No. of Stars !! Access requirement
|-
| [[Beach Bowl Galaxy]] || 6 || 16 stars
|-
| [[Bubble Breeze Galaxy]] || 1 || 19 stars
|-
| [[Ghostly Galaxy]] || 6 || 20 stars
|-
| [[Buoy Base Galaxy]] || 2* || 30 stars including Beach Bowl Galaxy 1
|-
| [[Bowser Jr.'s Airship Armada]] || 1# || 23 stars
|-
| [[Drip Drop Galaxy]] || 1 || Beach Bowl Galaxy 1
|}
== Bedroom ==
{| class = "wikitable"
! Name !! No. of Stars !! Access requirement
|-
| [[Gusty Garden Galaxy]] || 6 || 24 stars
|-
| [[Freezeflame Galaxy]] || 6 || 26 stars
|-
| [[Dusty Dune Galaxy]] || 7* || 29 stars
|-
| [[Honeyclimb Galaxy]] || 1 || 42 stars
|-
| [[Bowser's Dark Matter Plant]] || 1# || 33 stars
|-
| [[Bigmouth Galaxy]] || 1 || Dusty Dune Galaxy 1
|}
== Engine Room ==
{| class = "wikitable"
! Name !! No. of Stars !! Access requirement
|-
| [[Gold Leaf Galaxy]] || 6 || 34 stars
|-
| [[Sea Slide Galaxy]] || 6 || 36 stars
|-
| [[Toy Time Galaxy]] || 6 || 40 stars
|-
| [[Bonefin Galaxy]] || 1 || 55 stars including Drip Drop Galaxy 1
|-
| [[Bowser Jr.'s Lava Reactor]] || 1# || 45 stars
|-
| [[Sand Spiral Galaxy]] || 1 || Sea Slide Galaxy 2 and Ghostly Galaxy 1
|}
== Gate ==
{| class = "wikitable"
! Name !! No. of Stars !! Access requirement
|-
| [[Deep Dark Galaxy]] || 6 || 46 stars
|-
| [[Dreadnought Galaxy]] || 6 || 48 stars
|-
| [[Matter Splatter Galaxy]] || 1 || 50 stars including Toy Time Galaxy 1
|-
| [[Melty Molten Galaxy]] || 6 || 52 stars
|-
| [[Snow Cap Galaxy]] || 1 || Melty Molten Galaxy 1
|}
== Gateway ==
{| class = "wikitable"
! Name !! No. of Stars !! Access requirement
|-
| [[Gateway Galaxy]] || 2 || Bowser Jr.'s Lava Reactor 1
|-
| [[Boo's Boneyard Galaxy]] || 1 || Gateway Galaxy 2
|-
|}
== Trial Galaxies ==
{| class = "wikitable"
! Name !! No. of Stars || Access requirement
|-
| [[Rolling Gizmo Galaxy]] || 1 || All three Green Stars
|-
| [[Bubble Blast Galaxy]] || 1 || All three Green Stars
|-
| [[Loopdeeswoop Galaxy]] || 1 || All three Green Stars
|}
== Misc ==
{| class = "wikitable"
! Name !! No. of Stars || Access requirement
|-
| [[Bowser's Galaxy Reactor]] || 1# || 60 stars including Bowser's Dark Matter Plant 1
|-
| [[Grand Finale Galaxy]] || 1 || All 120 other stars collected as both Mario and Luigi
|}
b071b5a16f2d5b7d2bdb461b3606dd4f7eede63c
191
190
2023-03-04T22:56:50Z
GalaxyMaster
1
wikitext
text/x-wiki
This category contains all the galaxies in Super Mario Galaxy 1.
LEGEND:<br>
<nowiki>* Has one of the Green Stars</nowiki><br>
<nowiki>^ Has a Luigi secret star</nowiki><br>
<nowiki># Is a Grand Star</nowiki>
== Terrace ==
{| class = "wikitable"
! Name !! No. of Stars !! Access requirement
|-
| [[Good Egg Galaxy]] || 6^ || 1 star
|-
| [[Honeyhive Galaxy]] || 6^ || 3 stars
|-
| [[Loopdeeloop Galaxy]] || 1 || 5 stars
|-
| [[Flipswitch Galaxy]] || 1 || 7 stars
|-
| [[Bowser Jr.'s Robot Reactor]] || 1# || 8 stars
|-
| [[Sweet Sweet Galaxy]] || 1 || 7 stars
|}
== Fountain ==
{| class = "wikitable"
! Name !! No. of Stars !! Access requirement
|-
| [[Space Junk Galaxy]] || 6 || 9 stars
|-
| [[Rolling Green Galaxy]] || 1 || 11 stars
|-
| [[Battlerock Galaxy]] || 7*^ || 12 stars
|-
| [[Hurry-Scurry Galaxy]] || 1 || 18 stars
|-
| [[Bowser's Star Reactor]] || 1# || 15 stars
|-
| [[Sling Pod Galaxy]] || 1 || Space Junk Galaxy 3
|}
== Kitchen ==
{| class = "wikitable"
! Name !! No. of Stars !! Access requirement
|-
| [[Beach Bowl Galaxy]] || 6 || 16 stars
|-
| [[Bubble Breeze Galaxy]] || 1 || 19 stars
|-
| [[Ghostly Galaxy]] || 6 || 20 stars
|-
| [[Buoy Base Galaxy]] || 2* || 30 stars including Beach Bowl Galaxy 1
|-
| [[Bowser Jr.'s Airship Armada]] || 1# || 23 stars
|-
| [[Drip Drop Galaxy]] || 1 || Beach Bowl Galaxy 1
|}
== Bedroom ==
{| class = "wikitable"
! Name !! No. of Stars !! Access requirement
|-
| [[Gusty Garden Galaxy]] || 6 || 24 stars
|-
| [[Freezeflame Galaxy]] || 6 || 26 stars
|-
| [[Dusty Dune Galaxy]] || 7* || 29 stars
|-
| [[Honeyclimb Galaxy]] || 1 || 42 stars
|-
| [[Bowser's Dark Matter Plant]] || 1# || 33 stars
|-
| [[Bigmouth Galaxy]] || 1 || Dusty Dune Galaxy 1
|}
== Engine Room ==
{| class = "wikitable"
! Name !! No. of Stars !! Access requirement
|-
| [[Gold Leaf Galaxy]] || 6 || 34 stars
|-
| [[Sea Slide Galaxy]] || 6 || 36 stars
|-
| [[Toy Time Galaxy]] || 6 || 40 stars
|-
| [[Bonefin Galaxy]] || 1 || 55 stars including Drip Drop Galaxy 1
|-
| [[Bowser Jr.'s Lava Reactor]] || 1# || 45 stars
|-
| [[Sand Spiral Galaxy]] || 1 || Sea Slide Galaxy 2 and Ghostly Galaxy 1
|}
== Gate ==
{| class = "wikitable"
! Name !! No. of Stars !! Access requirement
|-
| [[Deep Dark Galaxy]] || 6 || 46 stars
|-
| [[Dreadnought Galaxy]] || 6 || 48 stars
|-
| [[Matter Splatter Galaxy]] || 1 || 50 stars including Toy Time Galaxy 1
|-
| [[Melty Molten Galaxy]] || 6 || 52 stars
|-
| [[Snow Cap Galaxy]] || 1 || Melty Molten Galaxy 1
|}
== Gateway ==
{| class = "wikitable"
! Name !! No. of Stars !! Access requirement
|-
| [[Gateway Galaxy]] || 2 || Bowser Jr.'s Lava Reactor 1
|-
| [[Boo's Boneyard Galaxy]] || 1 || Gateway Galaxy 2
|-
|}
== Trial Galaxies ==
{| class = "wikitable"
! Name !! No. of Stars || Access requirement
|-
| [[Rolling Gizmo Galaxy]] || 1 || All three Green Stars
|-
| [[Bubble Blast Galaxy]] || 1 || All three Green Stars
|-
| [[Loopdeeswoop Galaxy]] || 1 || All three Green Stars
|}
== Misc ==
{| class = "wikitable"
! Name !! No. of Stars || Access requirement
|-
| [[Bowser's Galaxy Reactor]] || 1# || 60 stars including Bowser's Dark Matter Plant 1
|-
| [[Grand Finale Galaxy]] || 1 || All 120 other stars collected as both Mario and Luigi
|}
c91f9e53e8b20d0d817229c3caeae088baf42525
203
191
2023-03-05T02:51:19Z
GalaxyMaster
1
fix
wikitext
text/x-wiki
This category contains all the galaxies in Super Mario Galaxy 1.
LEGEND:<br>
<nowiki>* Has one of the Green Stars</nowiki><br>
<nowiki>^ Has a Luigi secret star</nowiki><br>
<nowiki># Is a Grand Star</nowiki>
== Terrace ==
{| class = "wikitable"
! Name !! No. of Stars !! Access requirement
|-
| [[Good Egg Galaxy]] || 6^ || 1 star
|-
| [[Honeyhive Galaxy]] || 6^ || 3 stars
|-
| [[Loopdeeloop Galaxy]] || 1 || 5 stars
|-
| [[Flipswitch Galaxy]] || 1 || 7 stars
|-
| [[Bowser Jr.'s Robot Reactor]] || 1# || 8 stars
|-
| [[Sweet Sweet Galaxy]] || 1 || 7 stars
|}
== Fountain ==
{| class = "wikitable"
! Name !! No. of Stars !! Access requirement
|-
| [[Space Junk Galaxy]] || 6 || 9 stars
|-
| [[Rolling Green Galaxy]] || 1 || 11 stars
|-
| [[Battlerock Galaxy]] || 7*^ || 12 stars
|-
| [[Hurry-Scurry Galaxy]] || 1 || 18 stars
|-
| [[Bowser's Star Reactor]] || 1# || 15 stars
|-
| [[Sling Pod Galaxy]] || 1 || Space Junk Galaxy 3
|}
== Kitchen ==
{| class = "wikitable"
! Name !! No. of Stars !! Access requirement
|-
| [[Beach Bowl Galaxy]] || 6 || 16 stars
|-
| [[Bubble Breeze Galaxy]] || 1 || 19 stars
|-
| [[Ghostly Galaxy]] || 6 || 20 stars
|-
| [[Buoy Base Galaxy]] || 2* || 30 stars including Beach Bowl Galaxy 1
|-
| [[Bowser Jr.'s Airship Armada]] || 1# || 23 stars
|-
| [[Drip Drop Galaxy]] || 1 || Beach Bowl Galaxy 1
|}
== Bedroom ==
{| class = "wikitable"
! Name !! No. of Stars !! Access requirement
|-
| [[Gusty Garden Galaxy]] || 6 || 24 stars
|-
| [[Freezeflame Galaxy]] || 6 || 26 stars
|-
| [[Dusty Dune Galaxy]] || 7* || 29 stars
|-
| [[Honeyclimb Galaxy]] || 1 || 42 stars
|-
| [[Bowser's Dark Matter Plant]] || 1# || 33 stars
|-
| [[Bigmouth Galaxy]] || 1 || Dusty Dune Galaxy 1
|}
== Engine Room ==
{| class = "wikitable"
! Name !! No. of Stars !! Access requirement
|-
| [[Gold Leaf Galaxy]] || 6 || 34 stars
|-
| [[Sea Slide Galaxy]] || 6 || 36 stars
|-
| [[Toy Time Galaxy]] || 6 || 40 stars
|-
| [[Bonefin Galaxy]] || 1 || 55 stars including Drip Drop Galaxy 1
|-
| [[Bowser Jr.'s Lava Reactor]] || 1# || 45 stars
|-
| [[Sand Spiral Galaxy]] || 1 || Sea Slide Galaxy 2 and Ghostly Galaxy 1
|}
== Gate ==
{| class = "wikitable"
! Name !! No. of Stars !! Access requirement
|-
| [[Gateway Galaxy]] || 2 || Bowser Jr.'s Lava Reactor 1
|-
| [[Boo's Boneyard Galaxy]] || 1 || Gateway Galaxy 2
|}
== Garden ==
{| class = "wikitable"
! Name !! No. of Stars !! Access requirement
|-
| [[Deep Dark Galaxy]] || 6 || 46 stars
|-
| [[Dreadnought Galaxy]] || 6 || 48 stars
|-
| [[Matter Splatter Galaxy]] || 1 || 50 stars including Toy Time Galaxy 1
|-
| [[Melty Molten Galaxy]] || 6 || 52 stars
|-
| [[Snow Cap Galaxy]] || 1 || Melty Molten Galaxy 1
|}
== Trial Galaxies ==
{| class = "wikitable"
! Name !! No. of Stars || Access requirement
|-
| [[Rolling Gizmo Galaxy]] || 1 || All three Green Stars
|-
| [[Bubble Blast Galaxy]] || 1 || All three Green Stars
|-
| [[Loopdeeswoop Galaxy]] || 1 || All three Green Stars
|}
== Misc ==
{| class = "wikitable"
! Name !! No. of Stars || Access requirement
|-
| [[Bowser's Galaxy Reactor]] || 1# || 60 stars including Bowser's Dark Matter Plant 1
|-
| [[Grand Finale Galaxy]] || 1 || All 120 other stars collected as both Mario and Luigi
|}
f894a9b5f673e1999e0654b602f01dc4e32aef7b
Template:Efn
10
63
189
2023-03-04T22:35:28Z
GalaxyMaster
1
Created page with "<includeonly>{{#if:{{{name|}}} |{{#tag:ref|{{{1|{{{reference|{{{content|{{{text|}}}}}}}}}}}}|name={{{name|}}}|group={{#switch: {{{group|}}} | note | upper-alpha | upper-roman | lower-alpha | lower-greek | lower-roman = {{{group|}}} | #default = lower-alpha }} }} |{{#tag:ref|{{{1|{{{reference|{{{content|{{{text|}}}}}}}}}}}}|group={{#switch: {{{group|}}} | note | upper-alpha | upper-roman | lower-alpha | lower-greek..."
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| lower-roman = {{{group|}}}
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}}
}}</includeonly>
abe1b7ae8612501f1b03305d1beaa57d93955f3e
Whitehole
0
64
192
2023-03-05T02:13:53Z
MasterLuma
3
Created page with "Whitehole is the predecessor to Anarchy in the Galaxy (sometimes just referred to as Anarchy). Both computer programs were developed as stage editors for the Super Mario Galaxy games, where Whitehole added many more features and built-in tools, and most notably, a 3D rendering of the stages (which Anarchy lacked). Development for Anarchy began sometime in early 2010 or 2011, some even believe before the 2nd Galaxy game came out, by a user(s) known as/by (???). The tool..."
wikitext
text/x-wiki
Whitehole is the predecessor to Anarchy in the Galaxy (sometimes just referred to as Anarchy). Both computer programs were developed as stage editors for the Super Mario Galaxy games, where Whitehole added many more features and built-in tools, and most notably, a 3D rendering of the stages (which Anarchy lacked).
Development for Anarchy began sometime in early 2010 or 2011, some even believe before the 2nd Galaxy game came out, by a user(s) known as/by (???). The tool gained popularity as the online Kuribo64 forums opened in 2012, which hosted many of the early Galaxy hacking scenes.
Whitehole wouldn't begin development until 2012, when its earliest builds would be released to Kuribo64's uploader.
From this day on; Whitehole, while other projects to replace it have occurred but all failed (Shibboleet's Takochu, and SuperHackio's Starlight, to name a few), still remains as the main stage editor for Galaxy hackers.
2aab9959f2bae4036ad36d459ea1607d12c89879
194
192
2023-03-05T02:25:17Z
GalaxyMaster
1
wikitext
text/x-wiki
Whitehole is the successor to [[Anarchy in the Galaxy]] (sometimes just referred to as Anarchy). Both computer programs were developed as stage editors for the Super Mario Galaxy games, where Whitehole added many more features and built-in tools, and most notably, a 3D rendering of the stages (which Anarchy lacked).
Development for Anarchy began sometime in early 2010 or 2011, some even believe before the 2nd Galaxy game came out, by a user(s) known as/by (???). The tool gained popularity as the online [[Kuribo64]] forums opened in 2012, which hosted many of the early Galaxy hacking scenes.
Whitehole wouldn't begin development until 2012, when its earliest builds would be released to Kuribo64's uploader.
From this day on; Whitehole, while other projects to replace it have occurred but all failed (Shibboleet's [[Takochu]], and SuperHackio's [[Starlight]], to name a few), still remains as the main stage editor for Galaxy hackers.
8e302548875a20f752f04b09a613cbf9c1665442
Neo Mario Galaxy
0
65
193
2023-03-05T02:23:25Z
MasterLuma
3
Created page with "Neo Mario Galaxy is a 1 world hack for Super Mario Galaxy 2, led by Aurum (known by other aliases such as SunakazeKun, DerAurumBurger). Neo Mario Galaxy is considered to be the first complete, and quality 1 world hack for either Galaxy game, featuring fully custom levels with custom models, cameras, music, code, and more. Development for the hack is believed to have begun as early as 2014, with the inspiration and ideas having been birthed on the Kuribo64 forums by its..."
wikitext
text/x-wiki
Neo Mario Galaxy is a 1 world hack for Super Mario Galaxy 2, led by Aurum (known by other aliases such as SunakazeKun, DerAurumBurger).
Neo Mario Galaxy is considered to be the first complete, and quality 1 world hack for either Galaxy game, featuring fully custom levels with custom models, cameras, music, code, and more.
Development for the hack is believed to have begun as early as 2014, with the inspiration and ideas having been birthed on the Kuribo64 forums by its creator.
Neo Mario Galaxy would then be hosted on a bplaced site, where it would then (several years later and after a few updated releases for the hack) be moved to its current page at: https://aurumsmods.com/nmg
3f35c0743f51e5366cd8228a2e0d4a9df63d4d25
SMG2 Wii Bricker
0
66
200
2023-03-05T02:40:47Z
MasterLuma
3
Created page with "SMG2 Wii Bricker was a project developed by Galaxy Master; with the idea originating and with testing help from Master Luma, that Error 003 bricks the Wii the Riivolution-style patch is run on. It does this by using various exploits (created by Galaxy Master) of and through the Wii's IOS to access the Wii's SEEPROM to add the Korean crypto key, which causes the Error 003 brick on non-Korean Wiis. Due to the nature of this patch, none of its contents will be publically..."
wikitext
text/x-wiki
SMG2 Wii Bricker was a project developed by Galaxy Master; with the idea originating and with testing help from Master Luma, that Error 003 bricks the Wii the Riivolution-style patch is run on.
It does this by using various exploits (created by Galaxy Master) of and through the Wii's IOS to access the Wii's SEEPROM to add the Korean crypto key, which causes the Error 003 brick on non-Korean Wiis.
Due to the nature of this patch, none of its contents will be publically released. However, a demonstration video from Master Luma is seen here:
https://youtu.be/x8EdMdGHz2M
a8ac2c7e8309e97a01003cc49e372d36e1bd4a55
201
200
2023-03-05T02:44:19Z
MasterLuma
3
wikitext
text/x-wiki
SMG2 Wii Bricker was a project developed by Galaxy Master, starting in mid-2021; with the idea originating and with testing help from Master Luma, that Error 003 bricks the Wii the Riivolution-style patch is run on (initiated through SMG2, when you first press the A button on the Wii remote to have Mario jump).
It does this by using various exploits (created by Galaxy Master) of and through the Wii's IOS to access the Wii's SEEPROM to add the Korean crypto key, which causes the Error 003 brick on non-Korean Wiis.
Due to the nature of this patch, none of its contents will be publically released. However, a demonstration video from Master Luma is seen here:
https://youtu.be/x8EdMdGHz2M
This project was proof of concept more than anything. Future updates and or different brick methods for the project may happen.
7eafdeb75dae7d9c24867be0389c937ca7809c32
User:MasterLuma
2
2
202
98
2023-03-05T02:49:29Z
MasterLuma
3
wikitext
text/x-wiki
An admin of the MarioGalaxy wiki.
Super Mario Galaxy and Wii modding enthusiast.
Proud owner of a Complete-In-Box RVT-R Reader Wii Development Unit with a Nintendo-issued RVT-R "Ver.2" Wii Menu Install Disc, various retail Wii Repair Discs, and a 'non-original' USB Gecko.
wen moding, alwayz praktis [https://marcan.st/2011/01/safe-hacking/ safe hex]!
48256f43757edc0e9ea56f7dfeaa785b228bfbe6
Petari
0
67
204
2023-03-05T02:55:03Z
MasterLuma
3
Created page with "Petari is the current and most progressed decompilation of Super Mario Galaxy, owned and led by Shibboleet, aiming to obtain a full 1:1 decompilation of the game's main executable. Its repository and all related information can be found here: https://github.com/shibbo/Petari"
wikitext
text/x-wiki
Petari is the current and most progressed decompilation of Super Mario Galaxy, owned and led by Shibboleet, aiming to obtain a full 1:1 decompilation of the game's main executable.
Its repository and all related information can be found here: https://github.com/shibbo/Petari
3a22205673ca955663c1a4ca252601fe94387130
Category:List of Super Mario Galaxy 1 Galaxies
14
62
205
203
2023-03-05T03:00:17Z
Lord-Giganticus
4
wikitext
text/x-wiki
This category contains all the galaxies in Super Mario Galaxy 1.
LEGEND:<br>
<nowiki>* Has one of the Green Stars</nowiki><br>
<nowiki>^ Has a Luigi secret star</nowiki><br>
<nowiki># Has a Grand Star</nowiki>
== Terrace ==
{| class = "wikitable"
! Name !! No. of Stars !! Access requirement
|-
| [[Good Egg Galaxy]] || 6^ || 1 star
|-
| [[Honeyhive Galaxy]] || 6^ || 3 stars
|-
| [[Loopdeeloop Galaxy]] || 1 || 5 stars
|-
| [[Flipswitch Galaxy]] || 1 || 7 stars
|-
| [[Bowser Jr.'s Robot Reactor]] || 1# || 8 stars
|-
| [[Sweet Sweet Galaxy]] || 1 || 7 stars
|}
== Fountain ==
{| class = "wikitable"
! Name !! No. of Stars !! Access requirement
|-
| [[Space Junk Galaxy]] || 6 || 9 stars
|-
| [[Rolling Green Galaxy]] || 1 || 11 stars
|-
| [[Battlerock Galaxy]] || 7*^ || 12 stars
|-
| [[Hurry-Scurry Galaxy]] || 1 || 18 stars
|-
| [[Bowser's Star Reactor]] || 1# || 15 stars
|-
| [[Sling Pod Galaxy]] || 1 || Space Junk Galaxy 3
|}
== Kitchen ==
{| class = "wikitable"
! Name !! No. of Stars !! Access requirement
|-
| [[Beach Bowl Galaxy]] || 6 || 16 stars
|-
| [[Bubble Breeze Galaxy]] || 1 || 19 stars
|-
| [[Ghostly Galaxy]] || 6 || 20 stars
|-
| [[Buoy Base Galaxy]] || 2* || 30 stars including Beach Bowl Galaxy 1
|-
| [[Bowser Jr.'s Airship Armada]] || 1# || 23 stars
|-
| [[Drip Drop Galaxy]] || 1 || Beach Bowl Galaxy 1
|}
== Bedroom ==
{| class = "wikitable"
! Name !! No. of Stars !! Access requirement
|-
| [[Gusty Garden Galaxy]] || 6 || 24 stars
|-
| [[Freezeflame Galaxy]] || 6 || 26 stars
|-
| [[Dusty Dune Galaxy]] || 7* || 29 stars
|-
| [[Honeyclimb Galaxy]] || 1 || 42 stars
|-
| [[Bowser's Dark Matter Plant]] || 1# || 33 stars
|-
| [[Bigmouth Galaxy]] || 1 || Dusty Dune Galaxy 1
|}
== Engine Room ==
{| class = "wikitable"
! Name !! No. of Stars !! Access requirement
|-
| [[Gold Leaf Galaxy]] || 6 || 34 stars
|-
| [[Sea Slide Galaxy]] || 6 || 36 stars
|-
| [[Toy Time Galaxy]] || 6 || 40 stars
|-
| [[Bonefin Galaxy]] || 1 || 55 stars including Drip Drop Galaxy 1
|-
| [[Bowser Jr.'s Lava Reactor]] || 1# || 45 stars
|-
| [[Sand Spiral Galaxy]] || 1 || Sea Slide Galaxy 2 and Ghostly Galaxy 1
|}
== Gate ==
{| class = "wikitable"
! Name !! No. of Stars !! Access requirement
|-
| [[Gateway Galaxy]] || 2# || Bowser Jr.'s Lava Reactor 1
|-
| [[Boo's Boneyard Galaxy]] || 1 || Gateway Galaxy 2
|}
== Garden ==
{| class = "wikitable"
! Name !! No. of Stars !! Access requirement
|-
| [[Deep Dark Galaxy]] || 6 || 46 stars
|-
| [[Dreadnought Galaxy]] || 6 || 48 stars
|-
| [[Matter Splatter Galaxy]] || 1 || 50 stars including Toy Time Galaxy 1
|-
| [[Melty Molten Galaxy]] || 6 || 52 stars
|-
| [[Snow Cap Galaxy]] || 1 || Melty Molten Galaxy 1
|}
== Trial Galaxies ==
{| class = "wikitable"
! Name !! No. of Stars || Access requirement
|-
| [[Rolling Gizmo Galaxy]] || 1 || All three Green Stars
|-
| [[Bubble Blast Galaxy]] || 1 || All three Green Stars
|-
| [[Loopdeeswoop Galaxy]] || 1 || All three Green Stars
|}
== Misc ==
{| class = "wikitable"
! Name !! No. of Stars || Access requirement
|-
| [[Bowser's Galaxy Reactor]] || 1# || 60 stars including Bowser's Dark Matter Plant 1
|-
| [[Grand Finale Galaxy]] || 1 || All 120 other stars collected as both Mario and Luigi
|}
807a6f6b492920959bc26073ab3c4ee4f23334f3
Takochu
0
68
206
2023-03-05T03:01:21Z
MasterLuma
3
Created page with "Takochu was a work-in-progress stage editor for the Galaxy games (programmed in C#) owned and led by Shibboleet. However, due to the lack of motivation and issues with community drama, as Shibboleet had stated here: http://shibboleet.us.to/takochu.html, development was halted, but archived in case others wanted to work on it; of which no major revives have taken place, letting Whitehole remain as the main stage editor."
wikitext
text/x-wiki
Takochu was a work-in-progress stage editor for the Galaxy games (programmed in C#) owned and led by Shibboleet. However, due to the lack of motivation and issues with community drama, as Shibboleet had stated here: http://shibboleet.us.to/takochu.html, development was halted, but archived in case others wanted to work on it; of which no major revives have taken place, letting Whitehole remain as the main stage editor.
c308c24a6d22d49bc9b2d624c226dd4b71f0c148
207
206
2023-03-05T03:01:59Z
MasterLuma
3
wikitext
text/x-wiki
Takochu was a work-in-progress stage editor for the Galaxy games (programmed in C#) owned and led by Shibboleet. However, due to the lack of motivation and issues with community drama, as Shibboleet had stated here: http://shibboleet.us.to/takochu.html, development was halted, but archived in case others wanted to work on it; of which no major revives have yet taken place, letting Whitehole remain as the main stage editor.
79041c84d003686fa8a19fd69c9c5b9d813a1583
240
207
2023-03-05T21:07:13Z
GalaxyMaster
1
wikitext
text/x-wiki
'''Takochu''' was a work-in-progress stage editor for the Galaxy games (programmed in C#) owned and led by Shibboleet. However, due to the lack of motivation and issues with community drama, as Shibboleet had stated here: http://shibboleet.us.to/takochu.html, development was halted, but archived in case others wanted to work on it; of which no major revives have yet taken place, letting Whitehole remain as the main stage editor.
c54ad26aeb75dad94a83f19d49ebec35d797348f
253
240
2023-03-09T05:30:28Z
MasterLuma
3
wikitext
text/x-wiki
'''Takochu''' was a work-in-progress stage editor for the Galaxy games (programmed in C#) owned and led by Shibboleet. However, due to a lack of motivation and issues with community drama, as Shibboleet had stated here: http://shibboleet.us.to/takochu.html, development was halted, but archived in case others wanted to work on it; of which no major revives have yet taken place, letting Whitehole remain as the main stage editor.
The public archive for Takochu can be found here: https://github.com/shibbo/Takochu
97f833a3f0c9444e81062b1be0fe64cec486f39e
Category:List of Super Mario Galaxy 2 Galaxies
14
69
208
2023-03-05T03:35:35Z
Lord-Giganticus
4
Created page with "This category contains all the galaxies in Super Mario Galaxy 2 LEGEND:<br> <nowiki># Has a Grand Star</nowiki> == World 1 == {| class = "wikitable" ! Name !! No. of Stars !! Access requirement |- | [[Sky Station Galaxy]] || 6 || None |- | [[Yoshi Star Galaxy]] || 6 || 1 star |- | [[Spin-Dig Galaxy]] || 6 || 3 stars including Yoshi Star 1 |- | [[Fluffy Bluff Galaxy]] || 6 || Spin Dig 1 |- | [[Flip-Swap Galaxy]] || 4 || 3 stars including Yoshi Star 1 |- | Rightside Do..."
wikitext
text/x-wiki
This category contains all the galaxies in Super Mario Galaxy 2
LEGEND:<br>
<nowiki># Has a Grand Star</nowiki>
== World 1 ==
{| class = "wikitable"
! Name !! No. of Stars !! Access requirement
|-
| [[Sky Station Galaxy]] || 6 || None
|-
| [[Yoshi Star Galaxy]] || 6 || 1 star
|-
| [[Spin-Dig Galaxy]] || 6 || 3 stars including Yoshi Star 1
|-
| [[Fluffy Bluff Galaxy]] || 6 || Spin Dig 1
|-
| [[Flip-Swap Galaxy]] || 4 || 3 stars including Yoshi Star 1
|-
| [[Rightside Down Galaxy]] || 4 || Spin Dig 1
|-
| [[Bowser Jr.'s Fiery Flotilla]] || 4# || 7 stars including Spin Dig 1
|}
== World 2 ==
{| class = "wikitable"
! Name !! No. of Stars !! Access requirement
|-
| [[Puzzle Plank Galaxy]] || 6 || The Grand Star in World 1
|-
| [[Hightail Falls Galaxy]] || 6 || 1 star from Puzzle Plank
|-
| [[Boulder Bowl Galaxy]] || 6 || 1 star from Puzzle Plank
|-
| [[Cosmic Cove Galaxy]] || 6 || 1 star from Hightail Falls or Boulder Bowl
|-
| [[Wild Glide Galaxy]] || 4 || 1 star from Hightail Falls or Boulder Bowl
|-
| [[Honeybloom Galaxy]] || 4 || 1 star from Hightail Falls or Boulder Bowl
|-
| [[Bowser's Lava Lair]] || 4# || 16 stars including one from Wild Glide, Honeybloom or Cosmic Cove
|}
== World 3 ==
{| class = "wikitable"
! Name !! No. of Stars !! Access requirement
|-
| [[Tall Trunk Galaxy]] || 6 || The Grand Star in World 2
|-
| [[Cloudy Court Galaxy]] || 6 || The Grand Star in World 2
|-
| [[Haunty Halls Galaxy]] || 6 || 1 star from Tall Trunk or Freezy Flake
|-
| [[Freezy Flake Galaxy]] || 6 || 1 star from Cloudy Court or Haunty Halls
|-
| [[Rolling Masterpiece Galaxy]] || 4 || 1 star from Freezy Flake
|-
| [[Beat Block Galaxy]] || 4 || Haunty Halls 1
|-
| [[Bowser Jr's. Fearsome Fleet]] || 4# || 28 stars
|}
== World 4 ==
{| class = "wikitable"
! Name !! No. of Stars !! Access requirement
|-
| [[Supermassive Galaxy]] || 6 || The Grand Star in World 3
|-
| [[Flipsvile Galaxy]] || 6 || Supermassive 1 or Sweet Mystery 1
|-
| [[Starshine Beach Galaxy]] || 6 || Flipsvile 1 or Honeyhop 1
|-
| [[Chompworks Galaxy]] || 6 || Flipsvile 1 or Honeyhop 1
|-
| [[Sweet Mystery Galaxy]] || 4 || The Grand Star in World 3
|-
| [[Honeyhop Galaxy]] || 4 || 1 star from Supermassive
|-
| [[Bowser's Gravity Gauntlet]] || 4# || 40 stars including either Starshine Beach 1 or Chompworks 1
|}
== World 5 ==
{| class = "wikitable"
! Name !! No. of Stars !! Access requirement
|-
| [[Space Storm Galaxy]] || 6 || The Grand Star from World 4
|-
| [[Slipsand Galaxy]] || 6 || Space Storm 1
|-
| [[Shiverburn Galaxy]] || 6 || Space Storm 1
|-
| [[Boo Moon Galaxy]] || 6 || Space Storm 1
|-
| [[Upside Dizzy Galaxy]] || 4 || Space Storm 1
|-
| [[Fleet Glide Galaxy]] || 4 || Space Storm 1
|-
| [[Bowser Jr.'s Boom Bunker]] || 4# || 55 stars including Space Storm 1
|}
== World 6 ==
{| class = "wikitable"
! Name !! No. of Stars !! Access requirement
|-
| [[Melty Monster Galaxy]] || 6 || The Grand Star from World 5
|-
| [[Clockwork Ruins Galaxy]] || 6 || 1 star from Melty Monster
|-
| [[Throwback Galaxy]] || 6 || 60 stars including 1 from Clockwork Ruins
|-
| [[Battle Belt Galaxy]] || 6 || 65 including Throwback 1
|-
| [[Flash Black Galaxy]] || 4 || 1 star from Melty Monster
|-
| [[Slimy Spring Galaxy]] || 4 || Flash Black 1
|-
| [[Bowser's Galaxy Generator]] || 4# || 70 stars including one from either Battle Belt or Slimy Spring
|}
== World S ==
{| class = "wikitable"
! Name !! No. of Stars !! Access requirement
|-
| [[Mario Squared Galaxy]] || 4 || The Grand Star from World 6
|-
| [[Rolling Coaster Galaxy]] || 4 || 75 stars including Mario Squared 1
|-
| [[Twisty Trials Galaxy]] || 4 || 80 stars including Rolling Coaster 1
|-
| [[Silver Cyclone Galaxy]] || 4 || 90 stars including Twisty Trials 1
|-
| [[Boss Blitz Galaxy]] || 4 || 100 stars including Silver Cyclone 1
|-
| [[Flip-Out Galaxy]] || 4 || 110 stars including Boss Blitz 1
|-
| [[Grandmaster Galaxy]] || 2 || 240 stars with no Bronze Stars
|}
b925e0af21cccbae48cc0b237956d491906cd90b
Module:Arguments
828
70
209
2023-03-05T04:02:26Z
Lord-Giganticus
4
Created page with "-- This module provides easy processing of arguments passed to Scribunto from -- #invoke. It is intended for use by other Lua modules, and should not be -- called from #invoke directly. local libraryUtil = require('libraryUtil') local checkType = libraryUtil.checkType local arguments = {} -- Generate four different tidyVal functions, so that we don't have to check the -- options every time we call it. local function tidyValDefault(key, val) if type(val) == 'string'..."
Scribunto
text/plain
-- This module provides easy processing of arguments passed to Scribunto from
-- #invoke. It is intended for use by other Lua modules, and should not be
-- called from #invoke directly.
local libraryUtil = require('libraryUtil')
local checkType = libraryUtil.checkType
local arguments = {}
-- Generate four different tidyVal functions, so that we don't have to check the
-- options every time we call it.
local function tidyValDefault(key, val)
if type(val) == 'string' then
val = val:match('^%s*(.-)%s*$')
if val == '' then
return nil
else
return val
end
else
return val
end
end
local function tidyValTrimOnly(key, val)
if type(val) == 'string' then
return val:match('^%s*(.-)%s*$')
else
return val
end
end
local function tidyValRemoveBlanksOnly(key, val)
if type(val) == 'string' then
if val:find('%S') then
return val
else
return nil
end
else
return val
end
end
local function tidyValNoChange(key, val)
return val
end
local function matchesTitle(given, title)
local tp = type( given )
return (tp == 'string' or tp == 'number') and mw.title.new( given ).prefixedText == title
end
local translate_mt = { __index = function(t, k) return k end }
function arguments.getArgs(frame, options)
checkType('getArgs', 1, frame, 'table', true)
checkType('getArgs', 2, options, 'table', true)
frame = frame or {}
options = options or {}
--[[
-- Set up argument translation.
--]]
options.translate = options.translate or {}
if getmetatable(options.translate) == nil then
setmetatable(options.translate, translate_mt)
end
if options.backtranslate == nil then
options.backtranslate = {}
for k,v in pairs(options.translate) do
options.backtranslate[v] = k
end
end
if options.backtranslate and getmetatable(options.backtranslate) == nil then
setmetatable(options.backtranslate, {
__index = function(t, k)
if options.translate[k] ~= k then
return nil
else
return k
end
end
})
end
--[[
-- Get the argument tables. If we were passed a valid frame object, get the
-- frame arguments (fargs) and the parent frame arguments (pargs), depending
-- on the options set and on the parent frame's availability. If we weren't
-- passed a valid frame object, we are being called from another Lua module
-- or from the debug console, so assume that we were passed a table of args
-- directly, and assign it to a new variable (luaArgs).
--]]
local fargs, pargs, luaArgs
if type(frame.args) == 'table' and type(frame.getParent) == 'function' then
if options.wrappers then
--[[
-- The wrappers option makes Module:Arguments look up arguments in
-- either the frame argument table or the parent argument table, but
-- not both. This means that users can use either the #invoke syntax
-- or a wrapper template without the loss of performance associated
-- with looking arguments up in both the frame and the parent frame.
-- Module:Arguments will look up arguments in the parent frame
-- if it finds the parent frame's title in options.wrapper;
-- otherwise it will look up arguments in the frame object passed
-- to getArgs.
--]]
local parent = frame:getParent()
if not parent then
fargs = frame.args
else
local title = parent:getTitle():gsub('/sandbox$', '')
local found = false
if matchesTitle(options.wrappers, title) then
found = true
elseif type(options.wrappers) == 'table' then
for _,v in pairs(options.wrappers) do
if matchesTitle(v, title) then
found = true
break
end
end
end
-- We test for false specifically here so that nil (the default) acts like true.
if found or options.frameOnly == false then
pargs = parent.args
end
if not found or options.parentOnly == false then
fargs = frame.args
end
end
else
-- options.wrapper isn't set, so check the other options.
if not options.parentOnly then
fargs = frame.args
end
if not options.frameOnly then
local parent = frame:getParent()
pargs = parent and parent.args or nil
end
end
if options.parentFirst then
fargs, pargs = pargs, fargs
end
else
luaArgs = frame
end
-- Set the order of precedence of the argument tables. If the variables are
-- nil, nothing will be added to the table, which is how we avoid clashes
-- between the frame/parent args and the Lua args.
local argTables = {fargs}
argTables[#argTables + 1] = pargs
argTables[#argTables + 1] = luaArgs
--[[
-- Generate the tidyVal function. If it has been specified by the user, we
-- use that; if not, we choose one of four functions depending on the
-- options chosen. This is so that we don't have to call the options table
-- every time the function is called.
--]]
local tidyVal = options.valueFunc
if tidyVal then
if type(tidyVal) ~= 'function' then
error(
"bad value assigned to option 'valueFunc'"
.. '(function expected, got '
.. type(tidyVal)
.. ')',
2
)
end
elseif options.trim ~= false then
if options.removeBlanks ~= false then
tidyVal = tidyValDefault
else
tidyVal = tidyValTrimOnly
end
else
if options.removeBlanks ~= false then
tidyVal = tidyValRemoveBlanksOnly
else
tidyVal = tidyValNoChange
end
end
--[[
-- Set up the args, metaArgs and nilArgs tables. args will be the one
-- accessed from functions, and metaArgs will hold the actual arguments. Nil
-- arguments are memoized in nilArgs, and the metatable connects all of them
-- together.
--]]
local args, metaArgs, nilArgs, metatable = {}, {}, {}, {}
setmetatable(args, metatable)
local function mergeArgs(tables)
--[[
-- Accepts multiple tables as input and merges their keys and values
-- into one table. If a value is already present it is not overwritten;
-- tables listed earlier have precedence. We are also memoizing nil
-- values, which can be overwritten if they are 's' (soft).
--]]
for _, t in ipairs(tables) do
for key, val in pairs(t) do
if metaArgs[key] == nil and nilArgs[key] ~= 'h' then
local tidiedVal = tidyVal(key, val)
if tidiedVal == nil then
nilArgs[key] = 's'
else
metaArgs[key] = tidiedVal
end
end
end
end
end
--[[
-- Define metatable behaviour. Arguments are memoized in the metaArgs table,
-- and are only fetched from the argument tables once. Fetching arguments
-- from the argument tables is the most resource-intensive step in this
-- module, so we try and avoid it where possible. For this reason, nil
-- arguments are also memoized, in the nilArgs table. Also, we keep a record
-- in the metatable of when pairs and ipairs have been called, so we do not
-- run pairs and ipairs on the argument tables more than once. We also do
-- not run ipairs on fargs and pargs if pairs has already been run, as all
-- the arguments will already have been copied over.
--]]
metatable.__index = function (t, key)
--[[
-- Fetches an argument when the args table is indexed. First we check
-- to see if the value is memoized, and if not we try and fetch it from
-- the argument tables. When we check memoization, we need to check
-- metaArgs before nilArgs, as both can be non-nil at the same time.
-- If the argument is not present in metaArgs, we also check whether
-- pairs has been run yet. If pairs has already been run, we return nil.
-- This is because all the arguments will have already been copied into
-- metaArgs by the mergeArgs function, meaning that any other arguments
-- must be nil.
--]]
if type(key) == 'string' then
key = options.translate[key]
end
local val = metaArgs[key]
if val ~= nil then
return val
elseif metatable.donePairs or nilArgs[key] then
return nil
end
for _, argTable in ipairs(argTables) do
local argTableVal = tidyVal(key, argTable[key])
if argTableVal ~= nil then
metaArgs[key] = argTableVal
return argTableVal
end
end
nilArgs[key] = 'h'
return nil
end
metatable.__newindex = function (t, key, val)
-- This function is called when a module tries to add a new value to the
-- args table, or tries to change an existing value.
if type(key) == 'string' then
key = options.translate[key]
end
if options.readOnly then
error(
'could not write to argument table key "'
.. tostring(key)
.. '"; the table is read-only',
2
)
elseif options.noOverwrite and args[key] ~= nil then
error(
'could not write to argument table key "'
.. tostring(key)
.. '"; overwriting existing arguments is not permitted',
2
)
elseif val == nil then
--[[
-- If the argument is to be overwritten with nil, we need to erase
-- the value in metaArgs, so that __index, __pairs and __ipairs do
-- not use a previous existing value, if present; and we also need
-- to memoize the nil in nilArgs, so that the value isn't looked
-- up in the argument tables if it is accessed again.
--]]
metaArgs[key] = nil
nilArgs[key] = 'h'
else
metaArgs[key] = val
end
end
local function translatenext(invariant)
local k, v = next(invariant.t, invariant.k)
invariant.k = k
if k == nil then
return nil
elseif type(k) ~= 'string' or not options.backtranslate then
return k, v
else
local backtranslate = options.backtranslate[k]
if backtranslate == nil then
-- Skip this one. This is a tail call, so this won't cause stack overflow
return translatenext(invariant)
else
return backtranslate, v
end
end
end
metatable.__pairs = function ()
-- Called when pairs is run on the args table.
if not metatable.donePairs then
mergeArgs(argTables)
metatable.donePairs = true
end
return translatenext, { t = metaArgs }
end
local function inext(t, i)
-- This uses our __index metamethod
local v = t[i + 1]
if v ~= nil then
return i + 1, v
end
end
metatable.__ipairs = function (t)
-- Called when ipairs is run on the args table.
return inext, t, 0
end
return args
end
return arguments
3134ecce8429b810d445e29eae115e2ae4c36c53
Module:Color contrast/colors
828
71
210
2023-03-05T04:05:50Z
Lord-Giganticus
4
Created page with "return { aliceblue = 0.92880068253475, antiquewhite = 0.84646951707754, aqua = 0.7874, aquamarine = 0.8078549208338, azure = 0.97265264954166, beige = 0.8988459998705, bisque = 0.80732327372979, black = 0, blanchedalmond = 0.85084439608156, blue = 0.0722, blueviolet = 0.12622014321946, brown = 0.098224287876511..."
Scribunto
text/plain
return {
aliceblue = 0.92880068253475,
antiquewhite = 0.84646951707754,
aqua = 0.7874,
aquamarine = 0.8078549208338,
azure = 0.97265264954166,
beige = 0.8988459998705,
bisque = 0.80732327372979,
black = 0,
blanchedalmond = 0.85084439608156,
blue = 0.0722,
blueviolet = 0.12622014321946,
brown = 0.098224287876511,
burlywood = 0.51559844533893,
cadetblue = 0.29424681085422,
chartreuse = 0.76032025902623,
chocolate = 0.23898526114557,
coral = 0.37017930872924,
cornflowerblue = 0.30318641994179,
cornsilk = 0.93562110372965,
crimson = 0.16042199953026,
cyan = 0.7874,
darkblue = 0.018640801980939,
darkcyan = 0.20329317839046,
darkgoldenrod = 0.27264703559993,
darkgray = 0.39675523072563,
darkgreen = 0.091143429047575,
darkgrey = 0.39675523072563,
darkkhaki = 0.45747326349994,
darkmagenta = 0.07353047651207,
darkolivegreen = 0.12651920884889,
darkorange = 0.40016167026524,
darkorchid = 0.13413142174857,
darkred = 0.054889674531132,
darksalmon = 0.40541471563381,
darkseagreen = 0.43789249325969,
darkslateblue = 0.065792846227988,
darkslategray = 0.067608151928044,
darkslategrey = 0.067608151928044,
darkturquoise = 0.4874606277449,
darkviolet = 0.10999048339343,
deeppink = 0.23866895828276,
deepskyblue = 0.44481603395575,
dimgray = 0.14126329114027,
dimgrey = 0.14126329114027,
dodgerblue = 0.27442536991456,
firebrick = 0.10724525535015,
floralwhite = 0.95922484825004,
forestgreen = 0.18920812076002,
fuchsia = 0.2848,
gainsboro = 0.71569350050648,
ghostwhite = 0.94311261886323,
gold = 0.69860877428159,
goldenrod = 0.41919977809569,
gray = 0.2158605001139,
green = 0.15438342968146,
greenyellow = 0.80609472611453,
grey = 0.2158605001139,
honeydew = 0.96336535554782,
hotpink = 0.34658438169715,
indianred = 0.21406134963884,
indigo = 0.03107561486337,
ivory = 0.99071270600615,
khaki = 0.77012343394121,
lavender = 0.80318750514521,
lavenderblush = 0.90172748631046,
lawngreen = 0.73905893124963,
lemonchiffon = 0.94038992245622,
lightblue = 0.63709141280807,
lightcoral = 0.35522120733135,
lightcyan = 0.94587293494829,
lightgoldenrodyellow = 0.93348351018297,
lightgray = 0.65140563741982,
lightgreen = 0.69091979956865,
lightgrey = 0.65140563741982,
lightpink = 0.58566152734898,
lightsalmon = 0.4780675225206,
lightseagreen = 0.35050145117042,
lightskyblue = 0.56195637618331,
lightslategray = 0.23830165007287,
lightslategrey = 0.23830165007287,
lightsteelblue = 0.53983888284666,
lightyellow = 0.98161818392882,
lime = 0.7152,
limegreen = 0.44571042246098,
linen = 0.88357340984379,
magenta = 0.2848,
maroon = 0.045891942324215,
mediumaquamarine = 0.49389703310801,
mediumblue = 0.044077780212328,
mediumorchid = 0.21639251153773,
mediumpurple = 0.22905858091648,
mediumseagreen = 0.34393112338131,
mediumslateblue = 0.20284629471622,
mediumspringgreen = 0.70704308194184,
mediumturquoise = 0.5133827926448,
mediumvioletred = 0.14371899849357,
midnightblue = 0.02071786635086,
mintcream = 0.97834604947588,
mistyrose = 0.82183047859185,
moccasin = 0.80083000991567,
navajowhite = 0.76519682342785,
navy = 0.015585128108224,
oldlace = 0.91900633405549,
olive = 0.20027537200568,
olivedrab = 0.22593150951929,
orange = 0.4817026703631,
orangered = 0.25516243753416,
orchid = 0.31348806761439,
palegoldenrod = 0.78792647887614,
palegreen = 0.77936759006353,
paleturquoise = 0.76436077921714,
palevioletred = 0.28754994117889,
papayawhip = 0.87797100199835,
peachpuff = 0.74905589878251,
peru = 0.30113074877936,
pink = 0.63271070702466,
plum = 0.45734221587969,
powderblue = 0.68254586500605,
purple = 0.061477070432439,
rebeccapurple = 0.07492341159447,
red = 0.2126,
rosybrown = 0.32319457649407,
royalblue = 0.16663210743188,
saddlebrown = 0.097922285020521,
salmon = 0.36977241527596,
sandybrown = 0.46628543696283,
seagreen = 0.19734199706275,
seashell = 0.92737862206922,
sienna = 0.13697631337098,
silver = 0.52711512570581,
skyblue = 0.55291668518184,
slateblue = 0.14784278062136,
slategray = 0.20896704076536,
slategrey = 0.20896704076536,
snow = 0.96533341834849,
springgreen = 0.73052306068529,
steelblue = 0.20562642207625,
tan = 0.48237604163921,
teal = 0.16996855778968,
thistle = 0.56818401093733,
tomato = 0.30638612719415,
turquoise = 0.5895536427578,
violet = 0.40315452986676,
wheat = 0.74909702820482,
white = 1,
whitesmoke = 0.91309865179342,
yellow = 0.9278,
yellowgreen = 0.50762957208707,
}
6ae47fdb24de4eed5ec26d203faf5341a388987b
Module:Color contrast
828
72
211
2023-03-05T04:06:55Z
Lord-Giganticus
4
Created page with "-- -- This module implements -- {{Color contrast ratio}} -- {{Greater color contrast ratio}} -- {{ColorToLum}} -- {{RGBColorToLum}} -- local p = {} local HTMLcolor = mw.loadData( 'Module:Color contrast/colors' ) local function sRGB (v) if (v <= 0.03928) then v = v / 12.92 else v = math.pow((v+0.055)/1.055, 2.4) end return v end local function rgbdec2lum(R, G, B) if ( 0 <= R and R < 256 and 0 <= G and G < 256 and 0 <= B and B < 256 ) then return 0.2126 *..."
Scribunto
text/plain
--
-- This module implements
-- {{Color contrast ratio}}
-- {{Greater color contrast ratio}}
-- {{ColorToLum}}
-- {{RGBColorToLum}}
--
local p = {}
local HTMLcolor = mw.loadData( 'Module:Color contrast/colors' )
local function sRGB (v)
if (v <= 0.03928) then
v = v / 12.92
else
v = math.pow((v+0.055)/1.055, 2.4)
end
return v
end
local function rgbdec2lum(R, G, B)
if ( 0 <= R and R < 256 and 0 <= G and G < 256 and 0 <= B and B < 256 ) then
return 0.2126 * sRGB(R/255) + 0.7152 * sRGB(G/255) + 0.0722 * sRGB(B/255)
else
return ''
end
end
local function hsl2lum(h, s, l)
if ( 0 <= h and h < 360 and 0 <= s and s <= 1 and 0 <= l and l <= 1 ) then
local c = (1 - math.abs(2*l - 1))*s
local x = c*(1 - math.abs( math.fmod(h/60, 2) - 1) )
local m = l - c/2
local r, g, b = m, m, m
if( 0 <= h and h < 60 ) then
r = r + c
g = g + x
elseif( 60 <= h and h < 120 ) then
r = r + x
g = g + c
elseif( 120 <= h and h < 180 ) then
g = g + c
b = b + x
elseif( 180 <= h and h < 240 ) then
g = g + x
b = b + c
elseif( 240 <= h and h < 300 ) then
r = r + x
b = b + c
elseif( 300 <= h and h < 360 ) then
r = r + c
b = b + x
end
return rgbdec2lum(255*r, 255*g, 255*b)
else
return ''
end
end
local function color2lum(c)
if (c == nil) then
return ''
end
-- html '#' entity
c = c:gsub("#", "#")
-- whitespace
c = c:match( '^%s*(.-)[%s;]*$' )
-- unstrip nowiki strip markers
c = mw.text.unstripNoWiki(c)
-- lowercase
c = c:lower()
-- first try to look it up
local L = HTMLcolor[c]
if (L ~= nil) then
return L
end
-- convert from hsl
if mw.ustring.match(c,'^hsl%([%s]*[0-9][0-9%.]*[%s]*,[%s]*[0-9][0-9%.]*%%[%s]*,[%s]*[0-9][0-9%.]*%%[%s]*%)$') then
local h, s, l = mw.ustring.match(c,'^hsl%([%s]*([0-9][0-9%.]*)[%s]*,[%s]*([0-9][0-9%.]*)%%[%s]*,[%s]*([0-9][0-9%.]*)%%[%s]*%)$')
return hsl2lum(tonumber(h), tonumber(s)/100, tonumber(l)/100)
end
-- convert from rgb
if mw.ustring.match(c,'^rgb%([%s]*[0-9][0-9]*[%s]*,[%s]*[0-9][0-9]*[%s]*,[%s]*[0-9][0-9]*[%s]*%)$') then
local R, G, B = mw.ustring.match(c,'^rgb%([%s]*([0-9][0-9]*)[%s]*,[%s]*([0-9][0-9]*)[%s]*,[%s]*([0-9][0-9]*)[%s]*%)$')
return rgbdec2lum(tonumber(R), tonumber(G), tonumber(B))
end
-- convert from rgb percent
if mw.ustring.match(c,'^rgb%([%s]*[0-9][0-9%.]*%%[%s]*,[%s]*[0-9][0-9%.]*%%[%s]*,[%s]*[0-9][0-9%.]*%%[%s]*%)$') then
local R, G, B = mw.ustring.match(c,'^rgb%([%s]*([0-9][0-9%.]*)%%[%s]*,[%s]*([0-9][0-9%.]*)%%[%s]*,[%s]*([0-9][0-9%.]*)%%[%s]*%)$')
return rgbdec2lum(255*tonumber(R)/100, 255*tonumber(G)/100, 255*tonumber(B)/100)
end
-- remove leading # (if there is one) and whitespace
c = mw.ustring.match(c, '^[%s#]*([a-f0-9]*)[%s]*$')
-- split into rgb
local cs = mw.text.split(c or '', '')
if( #cs == 6 ) then
local R = 16*tonumber('0x' .. cs[1]) + tonumber('0x' .. cs[2])
local G = 16*tonumber('0x' .. cs[3]) + tonumber('0x' .. cs[4])
local B = 16*tonumber('0x' .. cs[5]) + tonumber('0x' .. cs[6])
return rgbdec2lum(R, G, B)
elseif ( #cs == 3 ) then
local R = 16*tonumber('0x' .. cs[1]) + tonumber('0x' .. cs[1])
local G = 16*tonumber('0x' .. cs[2]) + tonumber('0x' .. cs[2])
local B = 16*tonumber('0x' .. cs[3]) + tonumber('0x' .. cs[3])
return rgbdec2lum(R, G, B)
end
-- failure, return blank
return ''
end
-- This exports the function for use in other modules.
-- The colour is passed as a string.
function p._lum(color)
return color2lum(color)
end
function p._greatercontrast(args)
local bias = tonumber(args['bias'] or '0') or 0
local css = (args['css'] and args['css'] ~= '') and true or false
local v1 = color2lum(args[1] or '')
local c2 = args[2] or '#FFFFFF'
local v2 = color2lum(c2)
local c3 = args[3] or '#000000'
local v3 = color2lum(c3)
local ratio1 = -1;
local ratio2 = -1;
if (type(v1) == 'number' and type(v2) == 'number') then
ratio1 = (v2 + 0.05)/(v1 + 0.05)
ratio1 = (ratio1 < 1) and 1/ratio1 or ratio1
end
if (type(v1) == 'number' and type(v3) == 'number') then
ratio2 = (v3 + 0.05)/(v1 + 0.05)
ratio2 = (ratio2 < 1) and 1/ratio2 or ratio2
end
if css then
local c1 = args[1] or ''
if mw.ustring.match(c1, '^[A-Fa-f0-9][A-Fa-f0-9][A-Fa-f0-9]$') or
mw.ustring.match(c1, '^[A-Fa-f0-9][A-Fa-f0-9][A-Fa-f0-9][A-Fa-f0-9][A-Fa-f0-9][A-Fa-f0-9]$') then
c1 = '#' .. c1
end
if mw.ustring.match(c2, '^[A-Fa-f0-9][A-Fa-f0-9][A-Fa-f0-9]$') or
mw.ustring.match(c2, '^[A-Fa-f0-9][A-Fa-f0-9][A-Fa-f0-9][A-Fa-f0-9][A-Fa-f0-9][A-Fa-f0-9]$') then
c2 = '#' .. c2
end
if mw.ustring.match(v3, '^[A-Fa-f0-9][A-Fa-f0-9][A-Fa-f0-9]$') or
mw.ustring.match(v3, '^[A-Fa-f0-9][A-Fa-f0-9][A-Fa-f0-9][A-Fa-f0-9][A-Fa-f0-9][A-Fa-f0-9]$') then
c3 = '#' .. c3
end
return 'background-color:' .. c1 .. '; color:' .. ((ratio1 > 0) and (ratio2 > 0) and ((ratio1 + bias > ratio2) and c2 or c3) or '') .. ';'
end
return (ratio1 > 0) and (ratio2 > 0) and ((ratio1 + bias > ratio2) and c2 or c3) or ''
end
function p._ratio(args)
local v1 = color2lum(args[1])
local v2 = color2lum(args[2])
if (type(v1) == 'number' and type(v2) == 'number') then
-- v1 should be the brighter of the two.
if v2 > v1 then
v1, v2 = v2, v1
end
return (v1 + 0.05)/(v2 + 0.05)
else
return args['error'] or '?'
end
end
function p._styleratio(args)
local style = (args[1] or ''):lower()
local bg, fg = 'white', 'black'
local lum_bg, lum_fg = 1, 0
if args[2] then
local lum = color2lum(args[2])
if lum ~= '' then bg, lum_bg = args[2], lum end
end
if args[3] then
local lum = color2lum(args[3])
if lum ~= '' then fg, lum_fg = args[3], lum end
end
local slist = mw.text.split(mw.ustring.gsub(mw.ustring.gsub(style or '', '&#[Xx]23;', '#'), '#', '#'), ';')
for k = 1,#slist do
local s = slist[k]
local k,v = s:match( '^[%s]*([^:]-):([^:]-)[%s;]*$' )
k = k or ''
v = v or ''
if (k:match('^[%s]*(background)[%s]*$') or k:match('^[%s]*(background%-color)[%s]*$')) then
local lum = color2lum(v)
if( lum ~= '' ) then bg, lum_bg = v, lum end
elseif (k:match('^[%s]*(color)[%s]*$')) then
local lum = color2lum(v)
if( lum ~= '' ) then bg, lum_fg = v, lum end
end
end
if lum_bg > lum_fg then
return (lum_bg + 0.05)/(lum_fg + 0.05)
else
return (lum_fg + 0.05)/(lum_bg + 0.05)
end
end
--[[
Use {{#invoke:Color contrast|somecolor}} directly or
{{#invoke:Color contrast}} from a wrapper template.
Parameters:
-- |1= — required; A color to check.
--]]
function p.lum(frame)
local color = frame.args[1] or frame:getParent().args[1]
return p._lum(color)
end
function p.ratio(frame)
local args = frame.args[1] and frame.args or frame:getParent().args
return p._ratio(args)
end
function p.styleratio(frame)
local args = frame.args[1] and frame.args or frame:getParent().args
return p._styleratio(args)
end
function p.greatercontrast(frame)
local args = frame.args[1] and frame.args or frame:getParent().args
return p._greatercontrast(args)
end
return p
1e399769117591366a63f62996c9a407077cc711
Module:Exponential search
828
73
212
2023-03-05T04:08:08Z
Lord-Giganticus
4
Created page with "-- This module provides a generic exponential search algorithm. require[[strict]] local checkType = require('libraryUtil').checkType local floor = math.floor local function midPoint(lower, upper) return floor(lower + (upper - lower) / 2) end local function search(testFunc, i, lower, upper) if testFunc(i) then if i + 1 == upper then return i end lower = i if upper then i = midPoint(lower, upper) else i = i * 2 end return search(testFunc, i, low..."
Scribunto
text/plain
-- This module provides a generic exponential search algorithm.
require[[strict]]
local checkType = require('libraryUtil').checkType
local floor = math.floor
local function midPoint(lower, upper)
return floor(lower + (upper - lower) / 2)
end
local function search(testFunc, i, lower, upper)
if testFunc(i) then
if i + 1 == upper then
return i
end
lower = i
if upper then
i = midPoint(lower, upper)
else
i = i * 2
end
return search(testFunc, i, lower, upper)
else
upper = i
i = midPoint(lower, upper)
return search(testFunc, i, lower, upper)
end
end
return function (testFunc, init)
checkType('Exponential search', 1, testFunc, 'function')
checkType('Exponential search', 2, init, 'number', true)
if init and (init < 1 or init ~= floor(init) or init == math.huge) then
error(string.format(
"invalid init value '%s' detected in argument #2 to " ..
"'Exponential search' (init value must be a positive integer)",
tostring(init)
), 2)
end
init = init or 2
if not testFunc(1) then
return nil
end
return search(testFunc, init, 1, nil)
end
a9037be0c44536be79b2d7a26155bfb907368ae7
Module:TableTools
828
74
213
2023-03-05T04:08:59Z
Lord-Giganticus
4
Created page with "------------------------------------------------------------------------------------ -- TableTools -- -- -- -- This module includes a number of functions for dealing with Lua tables. -- -- It is a meta-module, meant to be called from other Lua modules, and should not -- -- be called directly from #invoke...."
Scribunto
text/plain
------------------------------------------------------------------------------------
-- TableTools --
-- --
-- This module includes a number of functions for dealing with Lua tables. --
-- It is a meta-module, meant to be called from other Lua modules, and should not --
-- be called directly from #invoke. --
------------------------------------------------------------------------------------
local libraryUtil = require('libraryUtil')
local p = {}
-- Define often-used variables and functions.
local floor = math.floor
local infinity = math.huge
local checkType = libraryUtil.checkType
local checkTypeMulti = libraryUtil.checkTypeMulti
------------------------------------------------------------------------------------
-- isPositiveInteger
--
-- This function returns true if the given value is a positive integer, and false
-- if not. Although it doesn't operate on tables, it is included here as it is
-- useful for determining whether a given table key is in the array part or the
-- hash part of a table.
------------------------------------------------------------------------------------
function p.isPositiveInteger(v)
return type(v) == 'number' and v >= 1 and floor(v) == v and v < infinity
end
------------------------------------------------------------------------------------
-- isNan
--
-- This function returns true if the given number is a NaN value, and false if
-- not. Although it doesn't operate on tables, it is included here as it is useful
-- for determining whether a value can be a valid table key. Lua will generate an
-- error if a NaN is used as a table key.
------------------------------------------------------------------------------------
function p.isNan(v)
return type(v) == 'number' and v ~= v
end
------------------------------------------------------------------------------------
-- shallowClone
--
-- This returns a clone of a table. The value returned is a new table, but all
-- subtables and functions are shared. Metamethods are respected, but the returned
-- table will have no metatable of its own.
------------------------------------------------------------------------------------
function p.shallowClone(t)
checkType('shallowClone', 1, t, 'table')
local ret = {}
for k, v in pairs(t) do
ret[k] = v
end
return ret
end
------------------------------------------------------------------------------------
-- removeDuplicates
--
-- This removes duplicate values from an array. Non-positive-integer keys are
-- ignored. The earliest value is kept, and all subsequent duplicate values are
-- removed, but otherwise the array order is unchanged.
------------------------------------------------------------------------------------
function p.removeDuplicates(arr)
checkType('removeDuplicates', 1, arr, 'table')
local isNan = p.isNan
local ret, exists = {}, {}
for _, v in ipairs(arr) do
if isNan(v) then
-- NaNs can't be table keys, and they are also unique, so we don't need to check existence.
ret[#ret + 1] = v
else
if not exists[v] then
ret[#ret + 1] = v
exists[v] = true
end
end
end
return ret
end
------------------------------------------------------------------------------------
-- numKeys
--
-- This takes a table and returns an array containing the numbers of any numerical
-- keys that have non-nil values, sorted in numerical order.
------------------------------------------------------------------------------------
function p.numKeys(t)
checkType('numKeys', 1, t, 'table')
local isPositiveInteger = p.isPositiveInteger
local nums = {}
for k in pairs(t) do
if isPositiveInteger(k) then
nums[#nums + 1] = k
end
end
table.sort(nums)
return nums
end
------------------------------------------------------------------------------------
-- affixNums
--
-- This takes a table and returns an array containing the numbers of keys with the
-- specified prefix and suffix. For example, for the table
-- {a1 = 'foo', a3 = 'bar', a6 = 'baz'} and the prefix "a", affixNums will return
-- {1, 3, 6}.
------------------------------------------------------------------------------------
function p.affixNums(t, prefix, suffix)
checkType('affixNums', 1, t, 'table')
checkType('affixNums', 2, prefix, 'string', true)
checkType('affixNums', 3, suffix, 'string', true)
local function cleanPattern(s)
-- Cleans a pattern so that the magic characters ()%.[]*+-?^$ are interpreted literally.
return s:gsub('([%(%)%%%.%[%]%*%+%-%?%^%$])', '%%%1')
end
prefix = prefix or ''
suffix = suffix or ''
prefix = cleanPattern(prefix)
suffix = cleanPattern(suffix)
local pattern = '^' .. prefix .. '([1-9]%d*)' .. suffix .. '$'
local nums = {}
for k in pairs(t) do
if type(k) == 'string' then
local num = mw.ustring.match(k, pattern)
if num then
nums[#nums + 1] = tonumber(num)
end
end
end
table.sort(nums)
return nums
end
------------------------------------------------------------------------------------
-- numData
--
-- Given a table with keys like {"foo1", "bar1", "foo2", "baz2"}, returns a table
-- of subtables in the format
-- {[1] = {foo = 'text', bar = 'text'}, [2] = {foo = 'text', baz = 'text'}}.
-- Keys that don't end with an integer are stored in a subtable named "other". The
-- compress option compresses the table so that it can be iterated over with
-- ipairs.
------------------------------------------------------------------------------------
function p.numData(t, compress)
checkType('numData', 1, t, 'table')
checkType('numData', 2, compress, 'boolean', true)
local ret = {}
for k, v in pairs(t) do
local prefix, num = mw.ustring.match(tostring(k), '^([^0-9]*)([1-9][0-9]*)$')
if num then
num = tonumber(num)
local subtable = ret[num] or {}
if prefix == '' then
-- Positional parameters match the blank string; put them at the start of the subtable instead.
prefix = 1
end
subtable[prefix] = v
ret[num] = subtable
else
local subtable = ret.other or {}
subtable[k] = v
ret.other = subtable
end
end
if compress then
local other = ret.other
ret = p.compressSparseArray(ret)
ret.other = other
end
return ret
end
------------------------------------------------------------------------------------
-- compressSparseArray
--
-- This takes an array with one or more nil values, and removes the nil values
-- while preserving the order, so that the array can be safely traversed with
-- ipairs.
------------------------------------------------------------------------------------
function p.compressSparseArray(t)
checkType('compressSparseArray', 1, t, 'table')
local ret = {}
local nums = p.numKeys(t)
for _, num in ipairs(nums) do
ret[#ret + 1] = t[num]
end
return ret
end
------------------------------------------------------------------------------------
-- sparseIpairs
--
-- This is an iterator for sparse arrays. It can be used like ipairs, but can
-- handle nil values.
------------------------------------------------------------------------------------
function p.sparseIpairs(t)
checkType('sparseIpairs', 1, t, 'table')
local nums = p.numKeys(t)
local i = 0
local lim = #nums
return function ()
i = i + 1
if i <= lim then
local key = nums[i]
return key, t[key]
else
return nil, nil
end
end
end
------------------------------------------------------------------------------------
-- size
--
-- This returns the size of a key/value pair table. It will also work on arrays,
-- but for arrays it is more efficient to use the # operator.
------------------------------------------------------------------------------------
function p.size(t)
checkType('size', 1, t, 'table')
local i = 0
for _ in pairs(t) do
i = i + 1
end
return i
end
local function defaultKeySort(item1, item2)
-- "number" < "string", so numbers will be sorted before strings.
local type1, type2 = type(item1), type(item2)
if type1 ~= type2 then
return type1 < type2
elseif type1 == 'table' or type1 == 'boolean' or type1 == 'function' then
return tostring(item1) < tostring(item2)
else
return item1 < item2
end
end
------------------------------------------------------------------------------------
-- keysToList
--
-- Returns an array of the keys in a table, sorted using either a default
-- comparison function or a custom keySort function.
------------------------------------------------------------------------------------
function p.keysToList(t, keySort, checked)
if not checked then
checkType('keysToList', 1, t, 'table')
checkTypeMulti('keysToList', 2, keySort, {'function', 'boolean', 'nil'})
end
local arr = {}
local index = 1
for k in pairs(t) do
arr[index] = k
index = index + 1
end
if keySort ~= false then
keySort = type(keySort) == 'function' and keySort or defaultKeySort
table.sort(arr, keySort)
end
return arr
end
------------------------------------------------------------------------------------
-- sortedPairs
--
-- Iterates through a table, with the keys sorted using the keysToList function.
-- If there are only numerical keys, sparseIpairs is probably more efficient.
------------------------------------------------------------------------------------
function p.sortedPairs(t, keySort)
checkType('sortedPairs', 1, t, 'table')
checkType('sortedPairs', 2, keySort, 'function', true)
local arr = p.keysToList(t, keySort, true)
local i = 0
return function ()
i = i + 1
local key = arr[i]
if key ~= nil then
return key, t[key]
else
return nil, nil
end
end
end
------------------------------------------------------------------------------------
-- isArray
--
-- Returns true if the given value is a table and all keys are consecutive
-- integers starting at 1.
------------------------------------------------------------------------------------
function p.isArray(v)
if type(v) ~= 'table' then
return false
end
local i = 0
for _ in pairs(v) do
i = i + 1
if v[i] == nil then
return false
end
end
return true
end
------------------------------------------------------------------------------------
-- isArrayLike
--
-- Returns true if the given value is iterable and all keys are consecutive
-- integers starting at 1.
------------------------------------------------------------------------------------
function p.isArrayLike(v)
if not pcall(pairs, v) then
return false
end
local i = 0
for _ in pairs(v) do
i = i + 1
if v[i] == nil then
return false
end
end
return true
end
------------------------------------------------------------------------------------
-- invert
--
-- Transposes the keys and values in an array. For example, {"a", "b", "c"} ->
-- {a = 1, b = 2, c = 3}. Duplicates are not supported (result values refer to
-- the index of the last duplicate) and NaN values are ignored.
------------------------------------------------------------------------------------
function p.invert(arr)
checkType("invert", 1, arr, "table")
local isNan = p.isNan
local map = {}
for i, v in ipairs(arr) do
if not isNan(v) then
map[v] = i
end
end
return map
end
------------------------------------------------------------------------------------
-- listToSet
--
-- Creates a set from the array part of the table. Indexing the set by any of the
-- values of the array returns true. For example, {"a", "b", "c"} ->
-- {a = true, b = true, c = true}. NaN values are ignored as Lua considers them
-- never equal to any value (including other NaNs or even themselves).
------------------------------------------------------------------------------------
function p.listToSet(arr)
checkType("listToSet", 1, arr, "table")
local isNan = p.isNan
local set = {}
for _, v in ipairs(arr) do
if not isNan(v) then
set[v] = true
end
end
return set
end
------------------------------------------------------------------------------------
-- deepCopy
--
-- Recursive deep copy function. Preserves identities of subtables.
------------------------------------------------------------------------------------
local function _deepCopy(orig, includeMetatable, already_seen)
-- Stores copies of tables indexed by the original table.
already_seen = already_seen or {}
local copy = already_seen[orig]
if copy ~= nil then
return copy
end
if type(orig) == 'table' then
copy = {}
for orig_key, orig_value in pairs(orig) do
copy[_deepCopy(orig_key, includeMetatable, already_seen)] = _deepCopy(orig_value, includeMetatable, already_seen)
end
already_seen[orig] = copy
if includeMetatable then
local mt = getmetatable(orig)
if mt ~= nil then
local mt_copy = _deepCopy(mt, includeMetatable, already_seen)
setmetatable(copy, mt_copy)
already_seen[mt] = mt_copy
end
end
else -- number, string, boolean, etc
copy = orig
end
return copy
end
function p.deepCopy(orig, noMetatable, already_seen)
checkType("deepCopy", 3, already_seen, "table", true)
return _deepCopy(orig, not noMetatable, already_seen)
end
------------------------------------------------------------------------------------
-- sparseConcat
--
-- Concatenates all values in the table that are indexed by a number, in order.
-- sparseConcat{a, nil, c, d} => "acd"
-- sparseConcat{nil, b, c, d} => "bcd"
------------------------------------------------------------------------------------
function p.sparseConcat(t, sep, i, j)
local arr = {}
local arr_i = 0
for _, v in p.sparseIpairs(t) do
arr_i = arr_i + 1
arr[arr_i] = v
end
return table.concat(arr, sep, i, j)
end
------------------------------------------------------------------------------------
-- length
--
-- Finds the length of an array, or of a quasi-array with keys such as "data1",
-- "data2", etc., using an exponential search algorithm. It is similar to the
-- operator #, but may return a different value when there are gaps in the array
-- portion of the table. Intended to be used on data loaded with mw.loadData. For
-- other tables, use #.
-- Note: #frame.args in frame object always be set to 0, regardless of the number
-- of unnamed template parameters, so use this function for frame.args.
------------------------------------------------------------------------------------
function p.length(t, prefix)
-- requiring module inline so that [[Module:Exponential search]] which is
-- only needed by this one function doesn't get millions of transclusions
local expSearch = require("Module:Exponential search")
checkType('length', 1, t, 'table')
checkType('length', 2, prefix, 'string', true)
return expSearch(function (i)
local key
if prefix then
key = prefix .. tostring(i)
else
key = i
end
return t[key] ~= nil
end) or 0
end
------------------------------------------------------------------------------------
-- inArray
--
-- Returns true if valueToFind is a member of the array, and false otherwise.
------------------------------------------------------------------------------------
function p.inArray(arr, valueToFind)
checkType("inArray", 1, arr, "table")
-- if valueToFind is nil, error?
for _, v in ipairs(arr) do
if v == valueToFind then
return true
end
end
return false
end
return p
085e7094ac84eb0132ee65822cf3f69cd8ba3d81
Module:Navbar/configuration
828
75
214
2023-03-05T04:09:50Z
Lord-Giganticus
4
Created page with "return { ['templatestyles'] = 'Module:Navbar/styles.css', ['hlist_templatestyles'] = 'Hlist/styles.css', ['box_text'] = 'This box: ', -- default text box when not plain or mini ['title_namespace'] = 'Template', -- namespace to default to for title ['invalid_title'] = 'Invalid title ', ['classes'] = { -- set a line to nil if you don't want it ['navbar'] = 'navbar', ['plainlinks'] = 'plainlinks', -- plainlinks ['horizontal_list'] = 'hlist', -- horizontal lis..."
Scribunto
text/plain
return {
['templatestyles'] = 'Module:Navbar/styles.css',
['hlist_templatestyles'] = 'Hlist/styles.css',
['box_text'] = 'This box: ', -- default text box when not plain or mini
['title_namespace'] = 'Template', -- namespace to default to for title
['invalid_title'] = 'Invalid title ',
['classes'] = { -- set a line to nil if you don't want it
['navbar'] = 'navbar',
['plainlinks'] = 'plainlinks', -- plainlinks
['horizontal_list'] = 'hlist', -- horizontal list class
['mini'] = 'navbar-mini', -- class indicating small links in the navbar
['this_box'] = 'navbar-boxtext',
['brackets'] = 'navbar-brackets',
-- 'collapsible' is the key for a class to indicate the navbar is
-- setting up the collapsible element in addition to the normal
-- navbar.
['collapsible'] = 'navbar-collapse',
['collapsible_title_mini'] = 'navbar-ct-mini',
['collapsible_title_full'] = 'navbar-ct-full'
}
}
b007c336b17ec4bcd4d5a9dca9f8cba301662b55
Module:Navbar
828
76
215
2023-03-05T04:10:46Z
Lord-Giganticus
4
Created page with "local p = {} local cfg = mw.loadData('Module:Navbar/configuration') local function get_title_arg(is_collapsible, template) local title_arg = 1 if is_collapsible then title_arg = 2 end if template then title_arg = 'template' end return title_arg end local function choose_links(template, args) -- The show table indicates the default displayed items. -- view, talk, edit, hist, move, watch -- TODO: Move to configuration. local show = {true, true, true, false, false..."
Scribunto
text/plain
local p = {}
local cfg = mw.loadData('Module:Navbar/configuration')
local function get_title_arg(is_collapsible, template)
local title_arg = 1
if is_collapsible then title_arg = 2 end
if template then title_arg = 'template' end
return title_arg
end
local function choose_links(template, args)
-- The show table indicates the default displayed items.
-- view, talk, edit, hist, move, watch
-- TODO: Move to configuration.
local show = {true, true, true, false, false, false}
if template then
show[2] = false
show[3] = false
local index = {t = 2, d = 2, e = 3, h = 4, m = 5, w = 6,
talk = 2, edit = 3, hist = 4, move = 5, watch = 6}
-- TODO: Consider removing TableTools dependency.
for _, v in ipairs(require ('Module:TableTools').compressSparseArray(args)) do
local num = index[v]
if num then show[num] = true end
end
end
local remove_edit_link = args.noedit
if remove_edit_link then show[3] = false end
return show
end
local function add_link(link_description, ul, is_mini, font_style)
local l
if link_description.url then
l = {'[', '', ']'}
else
l = {'[[', '|', ']]'}
end
ul:tag('li')
:addClass('nv-' .. link_description.full)
:wikitext(l[1] .. link_description.link .. l[2])
:tag(is_mini and 'abbr' or 'span')
:attr('title', link_description.html_title)
:cssText(font_style)
:wikitext(is_mini and link_description.mini or link_description.full)
:done()
:wikitext(l[3])
:done()
end
local function make_list(title_text, has_brackets, displayed_links, is_mini, font_style)
local title = mw.title.new(mw.text.trim(title_text), cfg.title_namespace)
if not title then
error(cfg.invalid_title .. title_text)
end
local talkpage = title.talkPageTitle and title.talkPageTitle.fullText or ''
-- TODO: Get link_descriptions and show into the configuration module.
-- link_descriptions should be easier...
local link_descriptions = {
{ ['mini'] = 'v', ['full'] = 'view', ['html_title'] = 'View this template',
['link'] = title.fullText, ['url'] = false },
{ ['mini'] = 't', ['full'] = 'talk', ['html_title'] = 'Discuss this template',
['link'] = talkpage, ['url'] = false },
{ ['mini'] = 'e', ['full'] = 'edit', ['html_title'] = 'Edit this template',
['link'] = title:fullUrl('action=edit'), ['url'] = true },
{ ['mini'] = 'h', ['full'] = 'hist', ['html_title'] = 'History of this template',
['link'] = title:fullUrl('action=history'), ['url'] = true },
{ ['mini'] = 'm', ['full'] = 'move', ['html_title'] = 'Move this template',
['link'] = mw.title.new('Special:Movepage'):fullUrl('target='..title.fullText), ['url'] = true },
{ ['mini'] = 'w', ['full'] = 'watch', ['html_title'] = 'Watch this template',
['link'] = title:fullUrl('action=watch'), ['url'] = true }
}
local ul = mw.html.create('ul')
if has_brackets then
ul:addClass(cfg.classes.brackets)
:cssText(font_style)
end
for i, _ in ipairs(displayed_links) do
if displayed_links[i] then add_link(link_descriptions[i], ul, is_mini, font_style) end
end
return ul:done()
end
function p._navbar(args)
-- TODO: We probably don't need both fontstyle and fontcolor...
local font_style = args.fontstyle
local font_color = args.fontcolor
local is_collapsible = args.collapsible
local is_mini = args.mini
local is_plain = args.plain
local collapsible_class = nil
if is_collapsible then
collapsible_class = cfg.classes.collapsible
if not is_plain then is_mini = 1 end
if font_color then
font_style = (font_style or '') .. '; color: ' .. font_color .. ';'
end
end
local navbar_style = args.style
local div = mw.html.create():tag('div')
div
:addClass(cfg.classes.navbar)
:addClass(cfg.classes.plainlinks)
:addClass(cfg.classes.horizontal_list)
:addClass(collapsible_class) -- we made the determination earlier
:cssText(navbar_style)
if is_mini then div:addClass(cfg.classes.mini) end
local box_text = (args.text or cfg.box_text) .. ' '
-- the concatenated space guarantees the box text is separated
if not (is_mini or is_plain) then
div
:tag('span')
:addClass(cfg.classes.box_text)
:cssText(font_style)
:wikitext(box_text)
end
local template = args.template
local displayed_links = choose_links(template, args)
local has_brackets = args.brackets
local title_arg = get_title_arg(is_collapsible, template)
local title_text = args[title_arg] or (':' .. mw.getCurrentFrame():getParent():getTitle())
local list = make_list(title_text, has_brackets, displayed_links, is_mini, font_style)
div:node(list)
if is_collapsible then
local title_text_class
if is_mini then
title_text_class = cfg.classes.collapsible_title_mini
else
title_text_class = cfg.classes.collapsible_title_full
end
div:done()
:tag('div')
:addClass(title_text_class)
:cssText(font_style)
:wikitext(args[1])
end
local frame = mw.getCurrentFrame()
-- hlist -> navbar is best-effort to preserve old Common.css ordering.
return frame:extensionTag{
name = 'templatestyles', args = { src = cfg.hlist_templatestyles }
} .. frame:extensionTag{
name = 'templatestyles', args = { src = cfg.templatestyles }
} .. tostring(div:done())
end
function p.navbar(frame)
return p._navbar(require('Module:Arguments').getArgs(frame))
end
return p
79f907e59eaa8bbf8dd50bb751933ebeaaa7eb17
Module:Navbox/configuration
828
77
216
2023-03-05T04:11:15Z
Lord-Giganticus
4
Created page with "return { aria_label = 'Navbox', nowrap_item = '%s<span class="nowrap">%s</span>', templatestyles = mw.getCurrentFrame():extensionTag{ name = 'templatestyles', args = { src = 'Module:Navbox/styles.css' } }, hlist_templatestyles = 'Hlist/styles.css', plainlist_templatestyles = 'Plainlist/styles.css', -- do not localize marker table marker = { oddeven = '\127_ODDEVEN_\127', restart = '\127_ODDEVEN0_\127', regex = '\127_ODDEVEN(%d?)_\127' }, category = {..."
Scribunto
text/plain
return {
aria_label = 'Navbox',
nowrap_item = '%s<span class="nowrap">%s</span>',
templatestyles = mw.getCurrentFrame():extensionTag{
name = 'templatestyles', args = { src = 'Module:Navbox/styles.css' }
},
hlist_templatestyles = 'Hlist/styles.css',
plainlist_templatestyles = 'Plainlist/styles.css',
-- do not localize marker table
marker = {
oddeven = '\127_ODDEVEN_\127',
restart = '\127_ODDEVEN0_\127',
regex = '\127_ODDEVEN(%d?)_\127'
},
category = {
orphan = '[[Category:Navbox orphans]]',
horizontal_lists = 'Navigational boxes without horizontal lists',
background_colors = 'Navboxes using background colours',
illegible = 'Potentially illegible navboxes',
borders = 'Navboxes using borders',
},
keyword = {
border_subgroup = 'subgroup',
border_child = 'child',
border_none = 'none',
evenodd_swap = 'swap',
navbar_off = 'off',
navbar_plain = 'plain',
nocat_false = 'false',
nowrapitems_yes = 'yes',
orphan_yes = 'yes',
state_collapsed = 'collapsed',
state_off = 'off',
state_plain = 'plain',
subpage_doc = 'doc',
subpage_sandbox = 'sandbox',
subpage_testcases = 'testcases',
tracking_no = 'no'
},
class = {
autocollapse = 'autocollapse',
collapsible = 'mw-collapsible',
collapsed = 'mw-collapsed',
-- Warning
navbox = 'navbox', -- WMF currently hides 'navbox' from mobile,
-- so you probably shouldn't change the navbox class.
navbox_abovebelow = 'navbox-abovebelow',
navbox_group = 'navbox-group',
navbox_image = 'navbox-image',
navbox_inner = 'navbox-inner',
navbox_list = 'navbox-list',
navbox_list_with_group = 'navbox-list-with-group',
navbox_part = 'navbox-', -- do not l10n
navbox_styles = 'navbox-styles',
navbox_subgroup = 'navbox-subgroup',
navbox_title = 'navbox-title', -- l10n only if you change pattern.navbox_title below
navbox_odd_part = 'odd', -- do not l10n
navbox_even_part = 'even', -- do not l10n
nomobile = 'nomobile',
nowraplinks = 'nowraplinks',
noviewer = 'noviewer' -- used to remove images from MediaViewer
},
pattern = {
listnum = '^list(%d+)$',
class = 'class',
sandbox = '/sandbox$',
navbox = 'Template:Navbox',
nowrap = '^<span class="nowrap">',
style = 'style$',
navbox_title = '<th[^>]*"navbox%-title"',
hlist = 'hlist',
plainlist = 'plainlist',
},
arg = {
above = 'above',
aboveclass = 'aboveclass',
abovestyle = 'abovestyle',
basestyle = 'basestyle',
bodyclass = 'bodyclass',
bodystyle = 'bodystyle',
border = 'border',
below = 'below',
belowclass = 'belowclass',
belowstyle = 'belowstyle',
evenodd = 'evenodd',
evenstyle = 'evenstyle',
group1 = 'group1',
group2 = 'group2',
group_and_num = 'group%d',
groupstyle_and_num = 'group%dstyle',
groupclass = 'groupclass',
groupstyle = 'groupstyle',
groupwidth = 'groupwidth',
innerstyle = 'innerstyle',
image = 'image',
imageclass = 'imageclass',
imageleft = 'imageleft',
imageleftstyle = 'imageleftstyle',
imagesetyle = 'imagestyle',
list_and_num = 'list%d',
listclass_and_num = 'list%dclass',
liststyle_and_num = 'list%dstyle',
list1padding = 'list1padding',
listclass = 'listclass',
listpadding = 'listpadding',
liststyle = 'liststyle',
name = 'name',
navbar = 'navbar',
navboxclass = 'navboxclass',
nocat = 'nocat',
nowrapitems = 'nowrapitems',
oddstyle = 'oddstyle',
orphan = 'orphan',
state = 'state',
style = 'style',
templatestyles = 'templatestyles',
child_templatestyles = 'child templatestyles',
title = 'title',
titleclass = 'titleclass',
titlestyle = 'titlestyle',
tracking = 'tracking'
},
-- names of navbar arguments
navbar = {
name = 1,
fontstyle = 'fontstyle',
mini = 'mini'
}
}
4148736fd32a93636c0413e73ed38afaef065ec9
Template:Plainlist/styles.css
10
78
217
2023-03-05T04:22:43Z
Lord-Giganticus
4
Created page with ".plainlist ol, .plainlist ul { line-height: inherit; list-style: none; margin: 0; padding: 0; /* Reset Minerva default */ } .plainlist ol li, .plainlist ul li { margin-bottom: 0; }"
wikitext
text/x-wiki
.plainlist ol,
.plainlist ul {
line-height: inherit;
list-style: none;
margin: 0;
padding: 0; /* Reset Minerva default */
}
.plainlist ol li,
.plainlist ul li {
margin-bottom: 0;
}
15a09febff47c3fa7ff01092a7cd381b44a14427
Template:Hlist/styles.css
10
79
218
2023-03-05T04:23:28Z
Lord-Giganticus
4
Created page with "/* * hlist styles are defined in core and Minerva and differ in Minerva. The * current definitions here (2023-01-01) are sufficient to override Minerva * without use of the hlist-separated class. The most problematic styles were * related to margin, padding, and the bullet. Check files listed at * [[MediaWiki talk:Common.css/to do#hlist-separated]] */ /* * TODO: When the majority of readership supports it (or some beautiful world * in which grade C support is ab..."
wikitext
text/x-wiki
/*
* hlist styles are defined in core and Minerva and differ in Minerva. The
* current definitions here (2023-01-01) are sufficient to override Minerva
* without use of the hlist-separated class. The most problematic styles were
* related to margin, padding, and the bullet. Check files listed at
* [[MediaWiki talk:Common.css/to do#hlist-separated]]
*/
/*
* TODO: When the majority of readership supports it (or some beautiful world
* in which grade C support is above the minimum threshold), use :is()
*/
.hlist dl,
.hlist ol,
.hlist ul {
margin: 0;
padding: 0;
}
/* Display list items inline */
.hlist dd,
.hlist dt,
.hlist li {
/*
* don't trust the note that says margin doesn't work with inline
* removing margin: 0 makes dds have margins again
* We also want to reset margin-right in Minerva
*/
margin: 0;
display: inline;
}
/* Display requested top-level lists inline */
.hlist.inline,
.hlist.inline dl,
.hlist.inline ol,
.hlist.inline ul,
/* Display nested lists inline */
.hlist dl dl,
.hlist dl ol,
.hlist dl ul,
.hlist ol dl,
.hlist ol ol,
.hlist ol ul,
.hlist ul dl,
.hlist ul ol,
.hlist ul ul {
display: inline;
}
/* Hide empty list items */
.hlist .mw-empty-li {
display: none;
}
/* TODO: :not() can maybe be used here to remove the later rule. naive test
* seems to work. more testing needed. like so:
*.hlist dt:not(:last-child)::after {
* content: ": ";
*}
*.hlist dd:not(:last-child)::after,
*.hlist li:not(:last-child)::after {
* content: " · ";
* font-weight: bold;
*}
*/
/* Generate interpuncts */
.hlist dt::after {
content: ": ";
}
.hlist dd::after,
.hlist li::after {
content: " · ";
font-weight: bold;
}
.hlist dd:last-child::after,
.hlist dt:last-child::after,
.hlist li:last-child::after {
content: none;
}
/* Add parentheses around nested lists */
.hlist dd dd:first-child::before,
.hlist dd dt:first-child::before,
.hlist dd li:first-child::before,
.hlist dt dd:first-child::before,
.hlist dt dt:first-child::before,
.hlist dt li:first-child::before,
.hlist li dd:first-child::before,
.hlist li dt:first-child::before,
.hlist li li:first-child::before {
content: " (";
font-weight: normal;
}
.hlist dd dd:last-child::after,
.hlist dd dt:last-child::after,
.hlist dd li:last-child::after,
.hlist dt dd:last-child::after,
.hlist dt dt:last-child::after,
.hlist dt li:last-child::after,
.hlist li dd:last-child::after,
.hlist li dt:last-child::after,
.hlist li li:last-child::after {
content: ")";
font-weight: normal;
}
/* Put ordinals in front of ordered list items */
.hlist ol {
counter-reset: listitem;
}
.hlist ol > li {
counter-increment: listitem;
}
.hlist ol > li::before {
content: " " counter(listitem) "\a0";
}
.hlist dd ol > li:first-child::before,
.hlist dt ol > li:first-child::before,
.hlist li ol > li:first-child::before {
content: " (" counter(listitem) "\a0";
}
ad2cb29b8df8d60f4deeb6a5e29187e1003123fe
219
218
2023-03-05T04:23:41Z
Lord-Giganticus
4
wikitext
text/x-wiki
.hlist dl,
.hlist ol,
.hlist ul {
margin: 0;
padding: 0;
}
/* Display list items inline */
.hlist dd,
.hlist dt,
.hlist li {
/*
* don't trust the note that says margin doesn't work with inline
* removing margin: 0 makes dds have margins again
* We also want to reset margin-right in Minerva
*/
margin: 0;
display: inline;
}
/* Display requested top-level lists inline */
.hlist.inline,
.hlist.inline dl,
.hlist.inline ol,
.hlist.inline ul,
/* Display nested lists inline */
.hlist dl dl,
.hlist dl ol,
.hlist dl ul,
.hlist ol dl,
.hlist ol ol,
.hlist ol ul,
.hlist ul dl,
.hlist ul ol,
.hlist ul ul {
display: inline;
}
/* Hide empty list items */
.hlist .mw-empty-li {
display: none;
}
/* TODO: :not() can maybe be used here to remove the later rule. naive test
* seems to work. more testing needed. like so:
*.hlist dt:not(:last-child)::after {
* content: ": ";
*}
*.hlist dd:not(:last-child)::after,
*.hlist li:not(:last-child)::after {
* content: " · ";
* font-weight: bold;
*}
*/
/* Generate interpuncts */
.hlist dt::after {
content: ": ";
}
.hlist dd::after,
.hlist li::after {
content: " · ";
font-weight: bold;
}
.hlist dd:last-child::after,
.hlist dt:last-child::after,
.hlist li:last-child::after {
content: none;
}
/* Add parentheses around nested lists */
.hlist dd dd:first-child::before,
.hlist dd dt:first-child::before,
.hlist dd li:first-child::before,
.hlist dt dd:first-child::before,
.hlist dt dt:first-child::before,
.hlist dt li:first-child::before,
.hlist li dd:first-child::before,
.hlist li dt:first-child::before,
.hlist li li:first-child::before {
content: " (";
font-weight: normal;
}
.hlist dd dd:last-child::after,
.hlist dd dt:last-child::after,
.hlist dd li:last-child::after,
.hlist dt dd:last-child::after,
.hlist dt dt:last-child::after,
.hlist dt li:last-child::after,
.hlist li dd:last-child::after,
.hlist li dt:last-child::after,
.hlist li li:last-child::after {
content: ")";
font-weight: normal;
}
/* Put ordinals in front of ordered list items */
.hlist ol {
counter-reset: listitem;
}
.hlist ol > li {
counter-increment: listitem;
}
.hlist ol > li::before {
content: " " counter(listitem) "\a0";
}
.hlist dd ol > li:first-child::before,
.hlist dt ol > li:first-child::before,
.hlist li ol > li:first-child::before {
content: " (" counter(listitem) "\a0";
}
825d0be55efef903bac4c743b9843c369abec7be
220
219
2023-03-05T04:24:20Z
Lord-Giganticus
4
wikitext
text/x-wiki
.hlist dl,
.hlist ol,
.hlist ul {
margin: 0;
padding: 0;
}
.hlist dd,
.hlist dt,
.hlist li {
margin: 0;
display: inline;
}
.hlist.inline,
.hlist.inline dl,
.hlist.inline ol,
.hlist.inline ul,
.hlist dl dl,
.hlist dl ol,
.hlist dl ul,
.hlist ol dl,
.hlist ol ol,
.hlist ol ul,
.hlist ul dl,
.hlist ul ol,
.hlist ul ul {
display: inline;
}
.hlist .mw-empty-li {
display: none;
}
.hlist dt::after {
content: ": ";
}
.hlist dd::after,
.hlist li::after {
content: " · ";
font-weight: bold;
}
.hlist dd:last-child::after,
.hlist dt:last-child::after,
.hlist li:last-child::after {
content: none;
}
.hlist dd dd:first-child::before,
.hlist dd dt:first-child::before,
.hlist dd li:first-child::before,
.hlist dt dd:first-child::before,
.hlist dt dt:first-child::before,
.hlist dt li:first-child::before,
.hlist li dd:first-child::before,
.hlist li dt:first-child::before,
.hlist li li:first-child::before {
content: " (";
font-weight: normal;
}
.hlist dd dd:last-child::after,
.hlist dd dt:last-child::after,
.hlist dd li:last-child::after,
.hlist dt dd:last-child::after,
.hlist dt dt:last-child::after,
.hlist dt li:last-child::after,
.hlist li dd:last-child::after,
.hlist li dt:last-child::after,
.hlist li li:last-child::after {
content: ")";
font-weight: normal;
}
.hlist ol {
counter-reset: listitem;
}
.hlist ol > li {
counter-increment: listitem;
}
.hlist ol > li::before {
content: " " counter(listitem) "\a0";
}
.hlist dd ol > li:first-child::before,
.hlist dt ol > li:first-child::before,
.hlist li ol > li:first-child::before {
content: " (" counter(listitem) "\a0";
}
861ba05822698bd63b9522def6a7ed0b5289c174
Module:Navbox
828
80
221
2023-03-05T04:27:34Z
Lord-Giganticus
4
Created page with "local p = {} local navbar = require('Module:Navbar')._navbar local cfg = mw.loadData('Module:Navbox/configuration') local getArgs -- lazily initialized local args local format = string.format local function striped(wikitext, border) -- Return wikitext with markers replaced for odd/even striping. -- Child (subgroup) navboxes are flagged with a category that is removed -- by parent navboxes. The result is that the category shows all pages -- where a child navbox is no..."
Scribunto
text/plain
local p = {}
local navbar = require('Module:Navbar')._navbar
local cfg = mw.loadData('Module:Navbox/configuration')
local getArgs -- lazily initialized
local args
local format = string.format
local function striped(wikitext, border)
-- Return wikitext with markers replaced for odd/even striping.
-- Child (subgroup) navboxes are flagged with a category that is removed
-- by parent navboxes. The result is that the category shows all pages
-- where a child navbox is not contained in a parent navbox.
local orphanCat = cfg.category.orphan
if border == cfg.keyword.border_subgroup and args[cfg.arg.orphan] ~= cfg.keyword.orphan_yes then
-- No change; striping occurs in outermost navbox.
return wikitext .. orphanCat
end
local first, second = cfg.class.navbox_odd_part, cfg.class.navbox_even_part
if args[cfg.arg.evenodd] then
if args[cfg.arg.evenodd] == cfg.keyword.evenodd_swap then
first, second = second, first
else
first = args[cfg.arg.evenodd]
second = first
end
end
local changer
if first == second then
changer = first
else
local index = 0
changer = function (code)
if code == '0' then
-- Current occurrence is for a group before a nested table.
-- Set it to first as a valid although pointless class.
-- The next occurrence will be the first row after a title
-- in a subgroup and will also be first.
index = 0
return first
end
index = index + 1
return index % 2 == 1 and first or second
end
end
local regex = orphanCat:gsub('([%[%]])', '%%%1')
return (wikitext:gsub(regex, ''):gsub(cfg.marker.regex, changer)) -- () omits gsub count
end
local function processItem(item, nowrapitems)
if item:sub(1, 2) == '{|' then
-- Applying nowrap to lines in a table does not make sense.
-- Add newlines to compensate for trim of x in |parm=x in a template.
return '\n' .. item ..'\n'
end
if nowrapitems == cfg.keyword.nowrapitems_yes then
local lines = {}
for line in (item .. '\n'):gmatch('([^\n]*)\n') do
local prefix, content = line:match('^([*:;#]+)%s*(.*)')
if prefix and not content:match(cfg.pattern.nowrap) then
line = format(cfg.nowrap_item, prefix, content)
end
table.insert(lines, line)
end
item = table.concat(lines, '\n')
end
if item:match('^[*:;#]') then
return '\n' .. item ..'\n'
end
return item
end
local function has_navbar()
return args[cfg.arg.navbar] ~= cfg.keyword.navbar_off
and args[cfg.arg.navbar] ~= cfg.keyword.navbar_plain
and (
args[cfg.arg.name]
or mw.getCurrentFrame():getParent():getTitle():gsub(cfg.pattern.sandbox, '')
~= cfg.pattern.navbox
)
end
local function renderNavBar(titleCell)
if has_navbar() then
titleCell:wikitext(navbar{
[cfg.navbar.name] = args[cfg.arg.name],
[cfg.navbar.mini] = 1,
[cfg.navbar.fontstyle] = (args[cfg.arg.basestyle] or '') .. ';' ..
(args[cfg.arg.titlestyle] or '') ..
';background:none transparent;border:none;box-shadow:none;padding:0;'
})
end
end
local function renderTitleRow(tbl)
if not args[cfg.arg.title] then return end
local titleRow = tbl:tag('tr')
local titleCell = titleRow:tag('th'):attr('scope', 'col')
local titleColspan = 2
if args[cfg.arg.imageleft] then titleColspan = titleColspan + 1 end
if args[cfg.arg.image] then titleColspan = titleColspan + 1 end
titleCell
:cssText(args[cfg.arg.basestyle])
:cssText(args[cfg.arg.titlestyle])
:addClass(cfg.class.navbox_title)
:attr('colspan', titleColspan)
renderNavBar(titleCell)
titleCell
:tag('div')
-- id for aria-labelledby attribute
:attr('id', mw.uri.anchorEncode(args[cfg.arg.title]))
:addClass(args[cfg.arg.titleclass])
:css('font-size', '114%')
:css('margin', '0 4em')
:wikitext(processItem(args[cfg.arg.title]))
end
local function getAboveBelowColspan()
local ret = 2
if args[cfg.arg.imageleft] then ret = ret + 1 end
if args[cfg.arg.image] then ret = ret + 1 end
return ret
end
local function renderAboveRow(tbl)
if not args[cfg.arg.above] then return end
tbl:tag('tr')
:tag('td')
:addClass(cfg.class.navbox_abovebelow)
:addClass(args[cfg.arg.aboveclass])
:cssText(args[cfg.arg.basestyle])
:cssText(args[cfg.arg.abovestyle])
:attr('colspan', getAboveBelowColspan())
:tag('div')
-- id for aria-labelledby attribute, if no title
:attr('id', args[cfg.arg.title] and nil or mw.uri.anchorEncode(args[cfg.arg.above]))
:wikitext(processItem(args[cfg.arg.above], args[cfg.arg.nowrapitems]))
end
local function renderBelowRow(tbl)
if not args[cfg.arg.below] then return end
tbl:tag('tr')
:tag('td')
:addClass(cfg.class.navbox_abovebelow)
:addClass(args[cfg.arg.belowclass])
:cssText(args[cfg.arg.basestyle])
:cssText(args[cfg.arg.belowstyle])
:attr('colspan', getAboveBelowColspan())
:tag('div')
:wikitext(processItem(args[cfg.arg.below], args[cfg.arg.nowrapitems]))
end
local function renderListRow(tbl, index, listnum, listnums_size)
local row = tbl:tag('tr')
if index == 1 and args[cfg.arg.imageleft] then
row
:tag('td')
:addClass(cfg.class.noviewer)
:addClass(cfg.class.navbox_image)
:addClass(args[cfg.arg.imageclass])
:css('width', '1px') -- Minimize width
:css('padding', '0 2px 0 0')
:cssText(args[cfg.arg.imageleftstyle])
:attr('rowspan', listnums_size)
:tag('div')
:wikitext(processItem(args[cfg.arg.imageleft]))
end
local group_and_num = format(cfg.arg.group_and_num, listnum)
local groupstyle_and_num = format(cfg.arg.groupstyle_and_num, listnum)
if args[group_and_num] then
local groupCell = row:tag('th')
-- id for aria-labelledby attribute, if lone group with no title or above
if listnum == 1 and not (args[cfg.arg.title] or args[cfg.arg.above] or args[cfg.arg.group2]) then
groupCell
:attr('id', mw.uri.anchorEncode(args[cfg.arg.group1]))
end
groupCell
:attr('scope', 'row')
:addClass(cfg.class.navbox_group)
:addClass(args[cfg.arg.groupclass])
:cssText(args[cfg.arg.basestyle])
-- If groupwidth not specified, minimize width
:css('width', args[cfg.arg.groupwidth] or '1%')
groupCell
:cssText(args[cfg.arg.groupstyle])
:cssText(args[groupstyle_and_num])
:wikitext(args[group_and_num])
end
local listCell = row:tag('td')
if args[group_and_num] then
listCell
:addClass(cfg.class.navbox_list_with_group)
else
listCell:attr('colspan', 2)
end
if not args[cfg.arg.groupwidth] then
listCell:css('width', '100%')
end
local rowstyle -- usually nil so cssText(rowstyle) usually adds nothing
if index % 2 == 1 then
rowstyle = args[cfg.arg.oddstyle]
else
rowstyle = args[cfg.arg.evenstyle]
end
local list_and_num = format(cfg.arg.list_and_num, listnum)
local listText = args[list_and_num]
local oddEven = cfg.marker.oddeven
if listText:sub(1, 12) == '</div><table' then
-- Assume list text is for a subgroup navbox so no automatic striping for this row.
oddEven = listText:find(cfg.pattern.navbox_title) and cfg.marker.restart or cfg.class.navbox_odd_part
end
local liststyle_and_num = format(cfg.arg.liststyle_and_num, listnum)
local listclass_and_num = format(cfg.arg.listclass_and_num, listnum)
listCell
:css('padding', '0')
:cssText(args[cfg.arg.liststyle])
:cssText(rowstyle)
:cssText(args[liststyle_and_num])
:addClass(cfg.class.navbox_list)
:addClass(cfg.class.navbox_part .. oddEven)
:addClass(args[cfg.arg.listclass])
:addClass(args[listclass_and_num])
:tag('div')
:css('padding',
(index == 1 and args[cfg.arg.list1padding]) or args[cfg.arg.listpadding] or '0 0.25em'
)
:wikitext(processItem(listText, args[cfg.arg.nowrapitems]))
if index == 1 and args[cfg.arg.image] then
row
:tag('td')
:addClass(cfg.class.noviewer)
:addClass(cfg.class.navbox_image)
:addClass(args[cfg.arg.imageclass])
:css('width', '1px') -- Minimize width
:css('padding', '0 0 0 2px')
:cssText(args[cfg.arg.imagestyle])
:attr('rowspan', listnums_size)
:tag('div')
:wikitext(processItem(args[cfg.arg.image]))
end
end
local function has_list_class(htmlclass)
local patterns = {
'^' .. htmlclass .. '$',
'%s' .. htmlclass .. '$',
'^' .. htmlclass .. '%s',
'%s' .. htmlclass .. '%s'
}
for arg, _ in pairs(args) do
if type(arg) == 'string' and mw.ustring.find(arg, cfg.pattern.class) then
for _, pattern in ipairs(patterns) do
if mw.ustring.find(args[arg] or '', pattern) then
return true
end
end
end
end
return false
end
-- there are a lot of list classes in the wild, so we add their TemplateStyles
local function add_list_styles()
local frame = mw.getCurrentFrame()
local function add_list_templatestyles(htmlclass, templatestyles)
if has_list_class(htmlclass) then
return frame:extensionTag{
name = 'templatestyles', args = { src = templatestyles }
}
else
return ''
end
end
local hlist_styles = add_list_templatestyles('hlist', cfg.hlist_templatestyles)
local plainlist_styles = add_list_templatestyles('plainlist', cfg.plainlist_templatestyles)
-- a second workaround for [[phab:T303378]]
-- when that issue is fixed, we can actually use has_navbar not to emit the
-- tag here if we want
if has_navbar() and hlist_styles == '' then
hlist_styles = frame:extensionTag{
name = 'templatestyles', args = { src = cfg.hlist_templatestyles }
}
end
-- hlist -> plainlist is best-effort to preserve old Common.css ordering.
-- this ordering is not a guarantee because most navboxes will emit only
-- one of these classes [hlist_note]
return hlist_styles .. plainlist_styles
end
local function needsHorizontalLists(border)
if border == cfg.keyword.border_subgroup or args[cfg.arg.tracking] == cfg.keyword.tracking_no then
return false
end
return not has_list_class(cfg.pattern.hlist) and not has_list_class(cfg.pattern.plainlist)
end
local function hasBackgroundColors()
for _, key in ipairs({cfg.arg.titlestyle, cfg.arg.groupstyle,
cfg.arg.basestyle, cfg.arg.abovestyle, cfg.arg.belowstyle}) do
if tostring(args[key]):find('background', 1, true) then
return true
end
end
return false
end
local function hasBorders()
for _, key in ipairs({cfg.arg.groupstyle, cfg.arg.basestyle,
cfg.arg.abovestyle, cfg.arg.belowstyle}) do
if tostring(args[key]):find('border', 1, true) then
return true
end
end
return false
end
local function isIllegible()
local styleratio = require('Module:Color contrast')._styleratio
for key, style in pairs(args) do
if tostring(key):match(cfg.pattern.style) then
if styleratio{mw.text.unstripNoWiki(style)} < 4.5 then
return true
end
end
end
return false
end
local function getTrackingCategories(border)
local cats = {}
if needsHorizontalLists(border) then table.insert(cats, cfg.category.horizontal_lists) end
if hasBackgroundColors() then table.insert(cats, cfg.category.background_colors) end
if isIllegible() then table.insert(cats, cfg.category.illegible) end
if hasBorders() then table.insert(cats, cfg.category.borders) end
return cats
end
local function renderTrackingCategories(builder, border)
local title = mw.title.getCurrentTitle()
if title.namespace ~= 10 then return end -- not in template space
local subpage = title.subpageText
if subpage == cfg.keyword.subpage_doc or subpage == cfg.keyword.subpage_sandbox
or subpage == cfg.keyword.subpage_testcases then return end
for _, cat in ipairs(getTrackingCategories(border)) do
builder:wikitext('[[Category:' .. cat .. ']]')
end
end
local function renderMainTable(border, listnums)
local tbl = mw.html.create('table')
:addClass(cfg.class.nowraplinks)
:addClass(args[cfg.arg.bodyclass])
local state = args[cfg.arg.state]
if args[cfg.arg.title] and state ~= cfg.keyword.state_plain and state ~= cfg.keyword.state_off then
if state == cfg.keyword.state_collapsed then
state = cfg.class.collapsed
end
tbl
:addClass(cfg.class.collapsible)
:addClass(state or cfg.class.autocollapse)
end
tbl:css('border-spacing', 0)
if border == cfg.keyword.border_subgroup or border == cfg.keyword.border_none then
tbl
:addClass(cfg.class.navbox_subgroup)
:cssText(args[cfg.arg.bodystyle])
:cssText(args[cfg.arg.style])
else -- regular navbox - bodystyle and style will be applied to the wrapper table
tbl
:addClass(cfg.class.navbox_inner)
:css('background', 'transparent')
:css('color', 'inherit')
end
tbl:cssText(args[cfg.arg.innerstyle])
renderTitleRow(tbl)
renderAboveRow(tbl)
local listnums_size = #listnums
for i, listnum in ipairs(listnums) do
renderListRow(tbl, i, listnum, listnums_size)
end
renderBelowRow(tbl)
return tbl
end
local function add_navbox_styles(hiding_templatestyles)
local frame = mw.getCurrentFrame()
-- This is a lambda so that it doesn't need the frame as a parameter
local function add_user_styles(templatestyles)
if templatestyles and templatestyles ~= '' then
return frame:extensionTag{
name = 'templatestyles', args = { src = templatestyles }
}
end
return ''
end
-- get templatestyles. load base from config so that Lua only needs to do
-- the work once of parser tag expansion
local base_templatestyles = cfg.templatestyles
local templatestyles = add_user_styles(args[cfg.arg.templatestyles])
local child_templatestyles = add_user_styles(args[cfg.arg.child_templatestyles])
-- The 'navbox-styles' div exists to wrap the styles to work around T200206
-- more elegantly. Instead of combinatorial rules, this ends up being linear
-- number of CSS rules.
return mw.html.create('div')
:addClass(cfg.class.navbox_styles)
:wikitext(
add_list_styles() .. -- see [hlist_note] applied to 'before base_templatestyles'
base_templatestyles ..
templatestyles ..
child_templatestyles ..
table.concat(hiding_templatestyles)
)
:done()
end
-- work around [[phab:T303378]]
-- for each arg: find all the templatestyles strip markers, insert them into a
-- table. then remove all templatestyles markers from the arg
local function move_hiding_templatestyles(args)
local gfind = string.gfind
local gsub = string.gsub
local templatestyles_markers = {}
local strip_marker_pattern = '(\127[^\127]*UNIQ%-%-templatestyles%-%x+%-QINU[^\127]*\127)'
for k, arg in pairs(args) do
for marker in gfind(arg, strip_marker_pattern) do
table.insert(templatestyles_markers, marker)
end
args[k] = gsub(arg, strip_marker_pattern, '')
end
return templatestyles_markers
end
function p._navbox(navboxArgs)
args = navboxArgs
local hiding_templatestyles = move_hiding_templatestyles(args)
local listnums = {}
for k, _ in pairs(args) do
if type(k) == 'string' then
local listnum = k:match(cfg.pattern.listnum)
if listnum then table.insert(listnums, tonumber(listnum)) end
end
end
table.sort(listnums)
local border = mw.text.trim(args[cfg.arg.border] or args[1] or '')
if border == cfg.keyword.border_child then
border = cfg.keyword.border_subgroup
end
-- render the main body of the navbox
local tbl = renderMainTable(border, listnums)
local res = mw.html.create()
-- render the appropriate wrapper for the navbox, based on the border param
if border == cfg.keyword.border_none then
res:node(add_navbox_styles(hiding_templatestyles))
local nav = res:tag('div')
:attr('role', 'navigation')
:node(tbl)
-- aria-labelledby title, otherwise above, otherwise lone group
if args[cfg.arg.title] or args[cfg.arg.above] or (args[cfg.arg.group1]
and not args[cfg.arg.group2]) then
nav:attr(
'aria-labelledby',
mw.uri.anchorEncode(
args[cfg.arg.title] or args[cfg.arg.above] or args[cfg.arg.group1]
)
)
else
nav:attr('aria-label', cfg.aria_label)
end
elseif border == cfg.keyword.border_subgroup then
-- We assume that this navbox is being rendered in a list cell of a
-- parent navbox, and is therefore inside a div with padding:0em 0.25em.
-- We start with a </div> to avoid the padding being applied, and at the
-- end add a <div> to balance out the parent's </div>
res
:wikitext('</div>')
:node(tbl)
:wikitext('<div>')
else
res:node(add_navbox_styles(hiding_templatestyles))
local nav = res:tag('div')
:attr('role', 'navigation')
:addClass(cfg.class.navbox)
:addClass(args[cfg.arg.navboxclass])
:cssText(args[cfg.arg.bodystyle])
:cssText(args[cfg.arg.style])
:css('padding', '3px')
:node(tbl)
-- aria-labelledby title, otherwise above, otherwise lone group
if args[cfg.arg.title] or args[cfg.arg.above]
or (args[cfg.arg.group1] and not args[cfg.arg.group2]) then
nav:attr(
'aria-labelledby',
mw.uri.anchorEncode(args[cfg.arg.title] or args[cfg.arg.above] or args[cfg.arg.group1])
)
else
nav:attr('aria-label', cfg.aria_label)
end
end
if (args[cfg.arg.nocat] or cfg.keyword.nocat_false):lower() == cfg.keyword.nocat_false then
renderTrackingCategories(res, border)
end
return striped(tostring(res), border)
end
function p.navbox(frame)
if not getArgs then
getArgs = require('Module:Arguments').getArgs
end
args = getArgs(frame, {wrappers = {cfg.pattern.navbox}})
-- Read the arguments in the order they'll be output in, to make references
-- number in the right order.
local _
_ = args[cfg.arg.title]
_ = args[cfg.arg.above]
-- Limit this to 20 as covering 'most' cases (that's a SWAG) and because
-- iterator approach won't work here
for i = 1, 20 do
_ = args[format(cfg.arg.group_and_num, i)]
_ = args[format(cfg.arg.list_and_num, i)]
end
_ = args[cfg.arg.below]
return p._navbox(args)
end
return p
fa2503f01f91840637f248e4dcbd1763b9cb3561
Template:Navbox
10
81
222
2023-03-05T04:30:40Z
Lord-Giganticus
4
Created page with "<includeonly>{{#invoke:Navbox|navbox}}</includeonly><noinclude> </noinclude>"
wikitext
text/x-wiki
<includeonly>{{#invoke:Navbox|navbox}}</includeonly><noinclude>
</noinclude>
8a2908de708df87919bdc7e5a707703ec1497fff
Open questions
0
82
223
2023-03-05T07:10:08Z
MasterLuma
3
Created page with "lorem ipsum"
wikitext
text/x-wiki
lorem ipsum
bfb7759a67daeb65410490b4d98bb9da7d1ea2ce
224
223
2023-03-05T07:11:05Z
GalaxyMaster
1
GalaxyMaster moved page [[Questions]] to [[Open questions]] without leaving a redirect
wikitext
text/x-wiki
lorem ipsum
bfb7759a67daeb65410490b4d98bb9da7d1ea2ce
225
224
2023-03-05T07:12:12Z
GalaxyMaster
1
wikitext
text/x-wiki
* If BDL existed since before SMG development started (it is used in Donkey Kong Jungle Beat), why do some early SMG models like DemoMario use BMD?
8c87e4864bb3c72a0a7081ceff7dc0da12f53087
226
225
2023-03-05T10:40:23Z
GalaxyMaster
1
wikitext
text/x-wiki
This page lists random, one-off unanswered questions about the games that don't merit an entire page by themselves.
* Why are the [[/MovieData|MovieData]] [[cutscene]]s prerecorded instead of rendered live?
** Theory: The MovieData cutscenes require the greater 128MB MEM2 present in the NDEV and RVT-H reader, and cannot be rendered with the 64MB MEM2 of the retail Wii.
** Theory: The MovieData cutscenes lagged and did not run at 60 FPS when rendered.
* If [[BDL]] existed since before SMG development started (it is used in [[Donkey Kong Jungle Beat]]), why do some early SMG models like DemoMario use BMD?
5a1237aaf9571fc7364b2a99b52233d1d7eb4fbd
CodeWarrior
0
83
227
2023-03-05T10:44:59Z
GalaxyMaster
1
Created page with "'''CodeWarrior''' is a compiler toolchain and integrated development environment developed by Metrowerks. It is one of several compilers available in the GameCube SDK and is the sole compiler of the Wii SDK. As such, it was used to compile both Super Mario Galaxy games."
wikitext
text/x-wiki
'''CodeWarrior''' is a compiler toolchain and integrated development environment developed by Metrowerks. It is one of several compilers available in the GameCube SDK and is the sole compiler of the Wii SDK. As such, it was used to compile both Super Mario Galaxy games.
9e7723db0841070c153119226ab90b1e9e08a810
Build process
0
31
228
90
2023-03-05T10:50:50Z
GalaxyMaster
1
wikitext
text/x-wiki
The article describes the theories regarding the process whereby Super Mario Galaxy and Super Mario Galaxy 2 are compiled into a final filesystem and executable from their source C++ and assets.
== Evidence ==
* During the development of [[Petari]], different object files were found to have been compiled with different versions of [[CodeWarrior]].
* [[demomario.xnim]] contains a date from January 2006, long before any of Super Mario Galaxy 1's final builds. This is evidence against the theory that all RARCs are packed from their source files simultaneously; instead suggesting that they are packed manually by the developers when their contents are modified.
e692f5682ac077604fc0e9e0df0ad014252d3935
241
228
2023-03-05T21:13:51Z
GalaxyMaster
1
/* Evidence */
wikitext
text/x-wiki
The article describes the theories regarding the process whereby Super Mario Galaxy and Super Mario Galaxy 2 are compiled into a final filesystem and executable from their source C++ and assets.
== Evidence ==
''TODO: take this evidence and make theories out of it.''
* During the development of [[Petari]], different object files were found to have been compiled with different versions of [[CodeWarrior]].
* [[demomario.xnim]] contains a date from January 2006, long before any of Super Mario Galaxy 1's final builds. This is evidence against the theory that all [[RARC]]s are packed from their source files simultaneously; instead suggesting that they are packed manually by the developers when their contents are modified.
* The [[Northport]] build contains several new files, such as ''nintendoLogo.arc'' and ''nvLogo.arc''. These new files are not [[Yaz0]] compressed, as are all the other files in the same directory. This suggests that Yaz0 compression had to be done manually, rather than automatically as part of a build script.
== Theories ==
84124f564eb86fcb56b13c076a3ecaa355769b2b
Demomario.xnim
0
84
229
2023-03-05T10:51:44Z
GalaxyMaster
1
Redirected page to [[Resarc]]
wikitext
text/x-wiki
#REDIRECT [[Resarc]]
81e4aefaebbb9493f690ab2849519ec35da16218
Category:File formats
14
19
230
35
2023-03-05T17:45:25Z
Lord-Giganticus
4
wikitext
text/x-wiki
In this category belongs all file formats that are used and supported in the Super Mario Galaxy games. Detailed information about a file format can be found by clicking on its file extension.
{| class="wikitable"
! Extension !! Magic !! Class name !! Games !! Description
|-
! colspan="5" | Common
|-
| [[RARC|arc]] || RARC || JKRArchive || both || JKernel archive
|-
| [[Yaz0||szs]] || Yaz0 || JKRDecomp || both || SZS-compressed data
|-
| szp || Yay0 || JKRDecomp || both || SZP-compressed data ('''Outdated''')
|-
| [[BCSV (File format)|bcsv]] || n/a || JMapInfo || both || JMap flatbuffer data
|-
| [[BCSV (File format)|tbl]] || n/a || JMapInfo || both || Sorted JMap data
|-
| [[BCSV (File format)|bcam]] || n/a || JMapInfo || both || JMap camera data
|-
| canm || ANDOCKAN<br>ANDOCANM || CameraAnim || both || Camera key frames
|-
| gst || n/a || GhostPacket || both || Ghost movement
|-
| pad || n/a || PadRecorder || SMG2 || Wiimote controls
|-
| [[JPA|jpc]] || JPAC2-10 || JPAEmitterArchiveLoaderDataBase || both || JParticle container
|-
! colspan="5" | Texts
|-
| [[BMG|bmg]] || MESGbmg1 || ? || SMG1 || Binary message container
|-
| [[MSBT|msbt]] || MsgStdBn || LMS_Message || SMG2 || LMS text data
|-
| [[MSBF|msbf]] || MsgFlwBn || LMS_Flowchart || SMG2 || LMS flow data
|-
! colspan="5" | Models
|-
| kcl || n/a || KCollision || both || Collision mesh
|-
| [[BCSV (File format)|pa]] || n/a || JMapInfo || both || Collision attributes (BCSV)
|-
| [https://wiki.cloudmodding.com/tww/BMD_and_BDL bdl] || J3D2bdl4 || J3DModelData || both || J3D display lists
|-
| [https://wiki.cloudmodding.com/tww/BMD_and_BDL bmd] || J3D2bmd3 || J3DModelData || both || J3D model
|-
| [[BCSV (File format)|banmt]] || n/a || JMapInfo || both || Animation table (BCSV)
|-
| [https://wiki.cloudmodding.com/tww/BCK bck] || J3D1bck1 || J3DAnmTransformKey || both || J3D skeletal transformation (key)
|-
| bca || J3D1bca1 || J3DAnmTransformFull || both || J3D skeletal transformation (full, '''not usable''')
|-
| [https://wiki.cloudmodding.com/tww/BTK btk] || J3D1btk1 || J3DAnmTextureSRTKey || both || J3D texture animation
|-
| [https://wiki.cloudmodding.com/tww/BRK brk] || J3D1brk1 || J3DAnmTevRegKey || both || J3D TEV color animation
|-
| [https://wiki.cloudmodding.com/tww/BTP btp] || J3D1btp1 || J3DAnmTexPattern || both || J3D texture pattern animation
|-
| bpk || J3D1bpk1 || J3DAnmColorKey || both || J3D color animation (key)
|-
| bpa || J3D1bpa1 || J3DAnmColorFull || both || J3D color animation (full, '''not usable''')
|-
| bva || J3D1bva1 || J3DAnmVisibilityFull || both || J3D visibility animation (full)
|-
| blk || J3D1blk1 || J3DAnmClusterKey || both || J3D cluster animation (key, '''not usable''')
|-
| bla || J3D1bla1 || J3DAnmClusterFull || both || J3D cluster animation (full, '''not usable''')
|-
| bxk || J3D1bxk1 || J3DAnmVtxColorKey || both || J3D vertex color animation (key, '''not usable''')
|-
| bxa || J3D1bxa1 || J3DAnmVtxColorFull || both || J3D vertex color animation (full, '''not usable''')
|-
| fur.txt || n/a || FurParam || both || Fur map parameters
|-
! colspan="5" | Image & video formats
|-
| [[BTI|bti]] || n/a || JUTTexture || both || JUtility image
|-
| [[THP|thp]] || THP0 || ? || SMG1 || Prerendered video
|-
! colspan="5" | Sound & audio formats
|-
| [[AST|ast]] || STRM || JAIStream || both || JAudio stream
|-
| bas || n/a || JAUSoundAnimation || both || Sound animation
|-
| bms || n/a || JAISeq || both || JAudio music sequence
|-
| aw || n/a || JASWaveArc || both || JAudio wave archive
|-
| baa || AA_< || JAUAudioArcLoader || both || JAudio audio archive
|-
| [[CIT|cit]] || n/a || ? || both || Chord information table
|-
| bct || n/a || ? || both || Wii Remote sound info
|-
| csw || n/a || ? || both || Wii Remote sound effect
|-
| bme || n/a || ? || both || ?
|-
| bmt || n/a || ? || both || ?
|-
| brs || n/a || ? || both || ?
|-
! colspan="5" | ''Nintendo Ware for Revolution'' formats
|-
| [https://wiki.tockdom.com/wiki/TPL_(File_Format) tpl] || n/a || nw4r::lyt::res::Picture || both || NW4R texture
|-
| [https://wiki.tockdom.com/wiki/BRLYT_(File_Format) brlyt] || RLYT || nw4r::lyt::Layout || both || NW4R layout structure
|-
| [https://wiki.tockdom.com/wiki/BRLAN_(File_Format) brlan] || RLAN || nw4r::lyt::AnimResource || both || NW4R layout animation
|-
| [https://wiki.tockdom.com/wiki/BRFNT_(File_Format) brfnt] || RFNT || nw4r::ut::ResFont || both || NW4R font
|-
! colspan="5" | ''Revolution'' formats
|-
| [https://www.metroid2002.com/retromodding/wiki/RSO_(File_Format) rso] || n/a || RSO || both || Relocatable object file
|-
| sel || n/a || RSO || both || RSO symbol export table
|-
| [https://wiki.tockdom.com/wiki/U8_(File_Format) arc] || Uª8- || ? || both || U8 archive
|-
| bnr || n/a || ? || both || Wii menu banner
|-
| bwav || n/a || ? || both(?) || ?
|}
f8191b7d58e38edc4824b009db5b2034b3b3e0f9
231
230
2023-03-05T17:45:36Z
Lord-Giganticus
4
wikitext
text/x-wiki
In this category belongs all file formats that are used and supported in the Super Mario Galaxy games. Detailed information about a file format can be found by clicking on its file extension.
{| class="wikitable"
! Extension !! Magic !! Class name !! Games !! Description
|-
! colspan="5" | Common
|-
| [[RARC|arc]] || RARC || JKRArchive || both || JKernel archive
|-
| [[Yaz0|szs]] || Yaz0 || JKRDecomp || both || SZS-compressed data
|-
| szp || Yay0 || JKRDecomp || both || SZP-compressed data ('''Outdated''')
|-
| [[BCSV (File format)|bcsv]] || n/a || JMapInfo || both || JMap flatbuffer data
|-
| [[BCSV (File format)|tbl]] || n/a || JMapInfo || both || Sorted JMap data
|-
| [[BCSV (File format)|bcam]] || n/a || JMapInfo || both || JMap camera data
|-
| canm || ANDOCKAN<br>ANDOCANM || CameraAnim || both || Camera key frames
|-
| gst || n/a || GhostPacket || both || Ghost movement
|-
| pad || n/a || PadRecorder || SMG2 || Wiimote controls
|-
| [[JPA|jpc]] || JPAC2-10 || JPAEmitterArchiveLoaderDataBase || both || JParticle container
|-
! colspan="5" | Texts
|-
| [[BMG|bmg]] || MESGbmg1 || ? || SMG1 || Binary message container
|-
| [[MSBT|msbt]] || MsgStdBn || LMS_Message || SMG2 || LMS text data
|-
| [[MSBF|msbf]] || MsgFlwBn || LMS_Flowchart || SMG2 || LMS flow data
|-
! colspan="5" | Models
|-
| kcl || n/a || KCollision || both || Collision mesh
|-
| [[BCSV (File format)|pa]] || n/a || JMapInfo || both || Collision attributes (BCSV)
|-
| [https://wiki.cloudmodding.com/tww/BMD_and_BDL bdl] || J3D2bdl4 || J3DModelData || both || J3D display lists
|-
| [https://wiki.cloudmodding.com/tww/BMD_and_BDL bmd] || J3D2bmd3 || J3DModelData || both || J3D model
|-
| [[BCSV (File format)|banmt]] || n/a || JMapInfo || both || Animation table (BCSV)
|-
| [https://wiki.cloudmodding.com/tww/BCK bck] || J3D1bck1 || J3DAnmTransformKey || both || J3D skeletal transformation (key)
|-
| bca || J3D1bca1 || J3DAnmTransformFull || both || J3D skeletal transformation (full, '''not usable''')
|-
| [https://wiki.cloudmodding.com/tww/BTK btk] || J3D1btk1 || J3DAnmTextureSRTKey || both || J3D texture animation
|-
| [https://wiki.cloudmodding.com/tww/BRK brk] || J3D1brk1 || J3DAnmTevRegKey || both || J3D TEV color animation
|-
| [https://wiki.cloudmodding.com/tww/BTP btp] || J3D1btp1 || J3DAnmTexPattern || both || J3D texture pattern animation
|-
| bpk || J3D1bpk1 || J3DAnmColorKey || both || J3D color animation (key)
|-
| bpa || J3D1bpa1 || J3DAnmColorFull || both || J3D color animation (full, '''not usable''')
|-
| bva || J3D1bva1 || J3DAnmVisibilityFull || both || J3D visibility animation (full)
|-
| blk || J3D1blk1 || J3DAnmClusterKey || both || J3D cluster animation (key, '''not usable''')
|-
| bla || J3D1bla1 || J3DAnmClusterFull || both || J3D cluster animation (full, '''not usable''')
|-
| bxk || J3D1bxk1 || J3DAnmVtxColorKey || both || J3D vertex color animation (key, '''not usable''')
|-
| bxa || J3D1bxa1 || J3DAnmVtxColorFull || both || J3D vertex color animation (full, '''not usable''')
|-
| fur.txt || n/a || FurParam || both || Fur map parameters
|-
! colspan="5" | Image & video formats
|-
| [[BTI|bti]] || n/a || JUTTexture || both || JUtility image
|-
| [[THP|thp]] || THP0 || ? || SMG1 || Prerendered video
|-
! colspan="5" | Sound & audio formats
|-
| [[AST|ast]] || STRM || JAIStream || both || JAudio stream
|-
| bas || n/a || JAUSoundAnimation || both || Sound animation
|-
| bms || n/a || JAISeq || both || JAudio music sequence
|-
| aw || n/a || JASWaveArc || both || JAudio wave archive
|-
| baa || AA_< || JAUAudioArcLoader || both || JAudio audio archive
|-
| [[CIT|cit]] || n/a || ? || both || Chord information table
|-
| bct || n/a || ? || both || Wii Remote sound info
|-
| csw || n/a || ? || both || Wii Remote sound effect
|-
| bme || n/a || ? || both || ?
|-
| bmt || n/a || ? || both || ?
|-
| brs || n/a || ? || both || ?
|-
! colspan="5" | ''Nintendo Ware for Revolution'' formats
|-
| [https://wiki.tockdom.com/wiki/TPL_(File_Format) tpl] || n/a || nw4r::lyt::res::Picture || both || NW4R texture
|-
| [https://wiki.tockdom.com/wiki/BRLYT_(File_Format) brlyt] || RLYT || nw4r::lyt::Layout || both || NW4R layout structure
|-
| [https://wiki.tockdom.com/wiki/BRLAN_(File_Format) brlan] || RLAN || nw4r::lyt::AnimResource || both || NW4R layout animation
|-
| [https://wiki.tockdom.com/wiki/BRFNT_(File_Format) brfnt] || RFNT || nw4r::ut::ResFont || both || NW4R font
|-
! colspan="5" | ''Revolution'' formats
|-
| [https://www.metroid2002.com/retromodding/wiki/RSO_(File_Format) rso] || n/a || RSO || both || Relocatable object file
|-
| sel || n/a || RSO || both || RSO symbol export table
|-
| [https://wiki.tockdom.com/wiki/U8_(File_Format) arc] || Uª8- || ? || both || U8 archive
|-
| bnr || n/a || ? || both || Wii menu banner
|-
| bwav || n/a || ? || both(?) || ?
|}
75c7d788165adbeed51fec4922a8464efe414202
Yaz0
0
85
232
2023-03-05T18:12:08Z
Lord-Giganticus
4
make the page
wikitext
text/x-wiki
[[Category:File formats]]
{{Reference|Link=various sources|Trust=This info may not be 100% correct.}}
'''Yaz0''' is the encryption format used by both Galaxy 1 and 2. Almost every game that has used the encryption stores the file in a szs extension
= Format Specifications =
Below you'll find helpful tables on how the file is structured
== Header ==
{| class="wikitable"
! Offset !! Type !! Description
|-
| 0x00 || char[4] || "Yaz0" in ASCII
|-
| 0x04 || u32 || The size of the file decompressed
|-
| 0x08 || u8[8] || Padding
|}
= Decoding =
To decode the file, most programs run a loop checking the size and use a source position, a command byte, and a destination position.
The source position starts at 0x10 (16), right after the header.
= Encoding =
Encoding is a bit more difficult than decoding, often doing byte and bit manipulation. The header is still written first with the actual file data starting at 0x10 (16), right after the header
9aad8493530ad4276cd9aec43df5d3fadbfcae61
242
232
2023-03-05T21:44:05Z
Lord-Giganticus
4
wikitext
text/x-wiki
[[Category:File formats]]
{{Reference|Link=various sources|Trust=This info may not be 100% correct.}}
'''Yaz0''' is the compression format used by both Galaxy 1 and 2. Almost every game that has used the encryption stores the file in a szs extension
= Format Specifications =
Below you'll find helpful tables on how the file is structured
== Header ==
{| class="wikitable"
! Offset !! Type !! Description
|-
| 0x00 || char[4] || "Yaz0" in ASCII
|-
| 0x04 || u32 || The size of the file decompressed
|-
| 0x08 || u8[8] || Padding
|}
= Decoding =
To decode the file, most programs run a loop checking the size and use a source position, a command byte, and a destination position.
The source position starts at 0x10 (16), right after the header.
= Encoding =
Encoding is a bit more difficult than decoding, often doing byte and bit manipulation. The header is still written first with the actual file data starting at 0x10 (16), right after the header
c521b8c455206ae1edfb6e7224d073f1c26f73d5
249
242
2023-03-06T04:41:24Z
GalaxyMaster
1
wikitext
text/x-wiki
[[Category:File formats]]
{{Reference|Link=various sources|Trust=This info may not be 100% correct.}}
'''Yaz0''' is the compression format used by both Galaxy 1 and 2. Almost every game that has used the compression stores the file in a szs extension.
= Format Specifications =
Below you'll find helpful tables on how the file is structured
== Header ==
{| class="wikitable"
! Offset !! Type !! Description
|-
| 0x00 || char[4] || "Yaz0" in ASCII
|-
| 0x04 || u32 || The size of the file decompressed
|-
| 0x08 || u8[8] || Padding
|}
= Decoding =
To decode the file, most programs run a loop checking the size and use a source position, a command byte, and a destination position.
The source position starts at 0x10 (16), right after the header.
= Encoding =
Encoding is a bit more difficult than decoding, often doing byte and bit manipulation. The header is still written first with the actual file data starting at 0x10 (16), right after the header
c9655580bdae038595f4720f980554f3d5d2bfe0
250
249
2023-03-06T04:47:46Z
GalaxyMaster
1
Add links!
wikitext
text/x-wiki
[[Category:File formats]]
{{Reference|Link=various sources|Trust=This info may not be 100% correct.}}
'''Yaz0''' is the compression format used by both Galaxy 1 and 2. Almost every game that has used the compression stores the file in a szs extension.
= Format Specifications =
Below you'll find helpful tables on how the file is structured
== Header ==
{| class="wikitable"
! Offset !! Type !! Description
|-
| 0x00 || char[4] || "Yaz0" in ASCII
|-
| 0x04 || u32 || The size of the file decompressed
|-
| 0x08 || u8[8] || Padding
|}
= Decoding =
To decode the file, most programs run a loop checking the size and use a source position, a command byte, and a destination position.
The source position starts at 0x10 (16), right after the header.
= Encoding =
Encoding is a bit more difficult than decoding, often doing byte and bit manipulation. The header is still written first with the actual file data starting at 0x10 (16), right after the header
== External links ==
* Yaz0 compression spec: http://www.amnoid.de/gc/yaz0.txt
* szstools (includes yaz0dec): http://www.amnoid.de/gc/szstools.zip
* yaz0enc: http://www.amnoid.de/gc/yaz0enc.zip
caba705288e5ada1490165b965f8b805f8838ca3
Takeshi Hayakawa
0
86
233
2023-03-05T20:47:26Z
GalaxyMaster
1
Created page with "'''Takeshi Hayakawa''' is an [[Nintendo EAD Tokyo]] employee who served as the lead programmer of Super Mario Galaxy. == Gallery == [[File:Takeshi Hayakawa 1.png]] [[File:Takeshi Hayakawa 2.png]] [[File:Takeshi Hayakawa 3.png]] [[Category:Official developers]]"
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'''Takeshi Hayakawa''' is an [[Nintendo EAD Tokyo]] employee who served as the lead programmer of Super Mario Galaxy.
== Gallery ==
[[File:Takeshi Hayakawa 1.png]]
[[File:Takeshi Hayakawa 2.png]]
[[File:Takeshi Hayakawa 3.png]]
[[Category:Official developers]]
bd43de702c98d4e6c321e4bf3a57130127d6fc86
Category:Official developers
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87
234
2023-03-05T20:49:58Z
GalaxyMaster
1
Created page with "Official developers (as opposed to mod developers), being those who contributed to any official release of Super Mario Galaxy or Super Mario Galaxy 2. Mostly Nintendo employees, but possibly employees of other companies, such [[Digitalscape]]."
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Official developers (as opposed to mod developers), being those who contributed to any official release of Super Mario Galaxy or Super Mario Galaxy 2. Mostly Nintendo employees, but possibly employees of other companies, such [[Digitalscape]].
a0d6901859465d87b6605aa55d8b838776b346a5
Neo Mario Galaxy
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65
235
193
2023-03-05T21:03:10Z
GalaxyMaster
1
add category
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Neo Mario Galaxy is a 1 world hack for Super Mario Galaxy 2, led by Aurum (known by other aliases such as SunakazeKun, DerAurumBurger).
Neo Mario Galaxy is considered to be the first complete, and quality 1 world hack for either Galaxy game, featuring fully custom levels with custom models, cameras, music, code, and more.
Development for the hack is believed to have begun as early as 2014, with the inspiration and ideas having been birthed on the Kuribo64 forums by its creator.
Neo Mario Galaxy would then be hosted on a bplaced site, where it would then (several years later and after a few updated releases for the hack) be moved to its current page at: https://aurumsmods.com/nmg
[[Category:Content mods]]
0a8ab046cdf3916ce7a3ec7f6c76fbd712da6618
238
235
2023-03-05T21:04:54Z
GalaxyMaster
1
wikitext
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'''Neo Mario Galaxy''' is a 1 world hack for Super Mario Galaxy 2, led by Aurum (known by other aliases such as SunakazeKun, DerAurumBurger).
Neo Mario Galaxy is considered to be the first complete, and quality 1 world hack for either Galaxy game, featuring fully custom levels with custom models, cameras, music, code, and more.
Development for the hack is believed to have begun as early as 2014, with the inspiration and ideas having been birthed on the Kuribo64 forums by its creator.
Neo Mario Galaxy would then be hosted on a bplaced site, where it would then (several years later and after a few updated releases for the hack) be moved to its current page at: https://aurumsmods.com/nmg
[[Category:Content mods]]
20b1f67c9e274b4c1debd657f317c7a522faa226
Category:Content mods
14
88
236
2023-03-05T21:03:29Z
GalaxyMaster
1
Created page with "[[Category:Mods]]"
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[[Category:Mods]]
79c914b0f8316550a3f2fa0afca7f91ab61e61cd
Super Mario Galaxy 2.5
0
51
237
164
2023-03-05T21:04:06Z
GalaxyMaster
1
add category
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Super Mario Galaxy 2.5 was an early Super Mario Galaxy 2 modding scene community hack that started development around early 2012, until its death roughly 4 years later.
About
The people involved
The assets made
History
Significance
What the community took out of it
[[Category:Content mods]]
3cc2c5ab9765b8c752cbaed03ed87be42a2b2bba
239
237
2023-03-05T21:06:23Z
GalaxyMaster
1
wikitext
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'''Super Mario Galaxy 2.5''' was an early Super Mario Galaxy 2 modding scene community hack that started development around early 2012, until its death roughly 4 years later.
== Background ==
== History ==
== Developers ==
== Assets ==
== Significance ==
== Legacy ==
[[Category:Content mods]]
6e818c869a25dc2bdad4769d84a731175be981ba
Development timeline
0
8
243
13
2023-03-05T21:57:36Z
GalaxyMaster
1
wikitext
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== Super Mario Galaxy ==
Development on Super Mario Galaxy started circa May 2005. It was revealed to the public about a year later, on May 9, 2006, at that year's Electronic Entertainment Expo (E3).
Super Mario Galaxy development started on the GameCube, before Wii hardware was available to [[Nintendo EAD Tokyo|EAD]]. This continued until no earlier than February 2006, when the first Wii hardware, in the form of NDEVs, became available to EAD. By the time of the game's reveal at E3, the game was running on Wii hardware, either an NDEV or RVT-R reader.
The various Super Mario Galaxy regional builds were released on:
* Jp: November 1, 2007
* Us: November 12, 2007
* Eu: November 16, 2007
* Kr: September 4, 2008
Jp, Us, and Eu were probably all built at the same time. Kr was built later; it uses the latest version of the Wii SDK at the time of its release.
=== Datestamps ===
All known datestamps in Super Mario Galaxy:
* 2006-01-11 ([[demomario.xnim|/ObjectData/DemoMario.arc/demomario/demomario.xnim]])
* 2007-07-27 (/ObjectData/Penguin.arc/penguin/reaction.dtp)
* 2007-08-15 (/ObjectData/Rosetta.arc/rosetta/spin.dck)
== Super Mario Galaxy 2 ==
Super Mario Galaxy 2 development is said to have begun shortly after Super Mario Galaxy 1 was released. It was revealed to the public about a year later, on June 2, 2009, at that year's Electronic Entertainment Expo (E3).
The various Super Mario Galaxy 2 regional builds were released on:
* Us: May 23, 2010
* Jp: May 27, 2010
* Eu: June 11, 2010
* As: December 4, 2010
* Kr: January 20, 2011
Like Super Mario Galaxy 1, Jp, Us, and Eu were probably all built at the same time. Kr and As were built later; they use the latest version of the Wii SDK at the time of their release.
=== Datestamps ===
All known datestamps in Super Mario Galaxy 2:
* 2007-07-27 (/ObjectData/Penguin.arc/Penguin/Reaction.dtp) (identical to the file in Super Mario Galaxy 1)
* 2009-11-05 (/ObjectData/Sandy.arc/Sandy/Close.dva)
* 2010-03-17 (/ObjectData/BossJugem.arc/BossJugem/DemoBossJugemDown.dtp
== Super Mario Galaxy 2 ==
58017aef30668372cf1732257af421a346f8dc4e
244
243
2023-03-05T21:58:01Z
GalaxyMaster
1
wikitext
text/x-wiki
== Super Mario Galaxy ==
Development on Super Mario Galaxy started circa May 2005. It was revealed to the public about a year later, on May 9, 2006, at that year's Electronic Entertainment Expo (E3).
Super Mario Galaxy development started on the GameCube, before Wii hardware was available to [[Nintendo EAD Tokyo|EAD]]. This continued until no earlier than February 2006, when the first Wii hardware, in the form of NDEVs, became available to EAD. By the time of the game's reveal at E3, the game was running on Wii hardware, either an NDEV or RVT-R reader.
The various Super Mario Galaxy regional builds were released on:
* Jp: November 1, 2007
* Us: November 12, 2007
* Eu: November 16, 2007
* Kr: September 4, 2008
Jp, Us, and Eu were probably all built at the same time. Kr was built later; it uses the latest version of the Wii SDK at the time of its release.
=== Datestamps ===
All known datestamps in Super Mario Galaxy:
* 2006-01-11 ([[demomario.xnim|/ObjectData/DemoMario.arc/demomario/demomario.xnim]])
* 2007-07-27 (/ObjectData/Penguin.arc/penguin/reaction.dtp)
* 2007-08-15 (/ObjectData/Rosetta.arc/rosetta/spin.dck)
== Super Mario Galaxy 2 ==
Super Mario Galaxy 2 development is said to have begun shortly after Super Mario Galaxy 1 was released. It was revealed to the public about a year later, on June 2, 2009, at that year's Electronic Entertainment Expo (E3).
The various Super Mario Galaxy 2 regional builds were released on:
* Us: May 23, 2010
* Jp: May 27, 2010
* Eu: June 11, 2010
* As: December 4, 2010
* Kr: January 20, 2011
Like Super Mario Galaxy 1, Jp, Us, and Eu were probably all built at the same time. Kr and As were built later; they use the latest version of the Wii SDK at the time of their release.
=== Datestamps ===
All known datestamps in Super Mario Galaxy 2:
* 2007-07-27 (/ObjectData/Penguin.arc/Penguin/Reaction.dtp) (identical to the file in Super Mario Galaxy 1)
* 2009-11-05 (/ObjectData/Sandy.arc/Sandy/Close.dva)
* 2010-03-17 (/ObjectData/BossJugem.arc/BossJugem/DemoBossJugemDown.dtp
53286347d483e218e3b44540c430804e7b715f22
246
244
2023-03-06T03:26:20Z
GalaxyMaster
1
/* Super Mario Galaxy 2 */
wikitext
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== Super Mario Galaxy ==
Development on Super Mario Galaxy started circa May 2005. It was revealed to the public about a year later, on May 9, 2006, at that year's Electronic Entertainment Expo (E3).
Super Mario Galaxy development started on the GameCube, before Wii hardware was available to [[Nintendo EAD Tokyo|EAD]]. This continued until no earlier than February 2006, when the first Wii hardware, in the form of NDEVs, became available to EAD. By the time of the game's reveal at E3, the game was running on Wii hardware, either an NDEV or RVT-R reader.
The various Super Mario Galaxy regional builds were released on:
* Jp: November 1, 2007
* Us: November 12, 2007
* Eu: November 16, 2007
* Kr: September 4, 2008
Jp, Us, and Eu were probably all built at the same time. Kr was built later; it uses the latest version of the Wii SDK at the time of its release.
=== Datestamps ===
All known datestamps in Super Mario Galaxy:
* 2006-01-11 ([[demomario.xnim|/ObjectData/DemoMario.arc/demomario/demomario.xnim]])
* 2007-07-27 (/ObjectData/Penguin.arc/penguin/reaction.dtp)
* 2007-08-15 (/ObjectData/Rosetta.arc/rosetta/spin.dck)
== Super Mario Galaxy 2 ==
Super Mario Galaxy 2 development is said to have begun shortly after Super Mario Galaxy 1 was released. It was revealed to the public on June 2, 2009, at that year's Electronic Entertainment Expo (E3). Later that day, Shigeru Miyamoto said in an interview that "Galaxy 2 is very, very far along, but since Nintendo has New Super Mario Bros. Wii, it's going to hold off and keep Galaxy 2 for next year."
The various Super Mario Galaxy 2 regional builds were released on:
* Us: May 23, 2010
* Jp: May 27, 2010
* Eu: June 11, 2010
* As: December 4, 2010
* Kr: January 20, 2011
Like Super Mario Galaxy 1, Jp, Us, and Eu were probably all built at the same time. Kr and As were built later; they use the latest version of the Wii SDK at the time of their release.
=== Datestamps ===
All known datestamps in Super Mario Galaxy 2:
* 2007-07-27 (/ObjectData/Penguin.arc/Penguin/Reaction.dtp) (identical to the file in Super Mario Galaxy 1)
* 2009-11-05 (/ObjectData/Sandy.arc/Sandy/Close.dva)
* 2010-03-17 (/ObjectData/BossJugem.arc/BossJugem/DemoBossJugemDown.dtp
e1301bb030ea7a35bb04cd96042fa44554265b12
251
246
2023-03-06T04:53:29Z
GalaxyMaster
1
/* Super Mario Galaxy 2 */
wikitext
text/x-wiki
== Super Mario Galaxy ==
Development on Super Mario Galaxy started circa May 2005. It was revealed to the public about a year later, on May 9, 2006, at that year's Electronic Entertainment Expo (E3).
Super Mario Galaxy development started on the GameCube, before Wii hardware was available to [[Nintendo EAD Tokyo|EAD]]. This continued until no earlier than February 2006, when the first Wii hardware, in the form of NDEVs, became available to EAD. By the time of the game's reveal at E3, the game was running on Wii hardware, either an NDEV or RVT-R reader.
The various Super Mario Galaxy regional builds were released on:
* Jp: November 1, 2007
* Us: November 12, 2007
* Eu: November 16, 2007
* Kr: September 4, 2008
Jp, Us, and Eu were probably all built at the same time. Kr was built later; it uses the latest version of the Wii SDK at the time of its release.
=== Datestamps ===
All known datestamps in Super Mario Galaxy:
* 2006-01-11 ([[demomario.xnim|/ObjectData/DemoMario.arc/demomario/demomario.xnim]])
* 2007-07-27 (/ObjectData/Penguin.arc/penguin/reaction.dtp)
* 2007-08-15 (/ObjectData/Rosetta.arc/rosetta/spin.dck)
== Super Mario Galaxy 2 ==
Super Mario Galaxy 2 development is said to have begun shortly after Super Mario Galaxy 1 was released. It was revealed to the public on June 2, 2009, at that year's Electronic Entertainment Expo (E3). Later that day, Shigeru Miyamoto said in an interview that "Galaxy 2 is very, very far along, but since Nintendo has New Super Mario Bros. Wii, it's going to hold off and keep Galaxy 2 for next year."<ref>https://www.ign.com/articles/2009/06/03/e3-2009-shigeru-miyamoto-roundtable-liveblog</ref>
The various Super Mario Galaxy 2 regional builds were released on:
* Us: May 23, 2010
* Jp: May 27, 2010
* Eu: June 11, 2010
* As: December 4, 2010
* Kr: January 20, 2011
Like Super Mario Galaxy 1, Jp, Us, and Eu were probably all built at the same time. Kr and As were built later; they use the latest version of the Wii SDK at the time of their release.
=== Datestamps ===
All known datestamps in Super Mario Galaxy 2:
* 2007-07-27 (/ObjectData/Penguin.arc/Penguin/Reaction.dtp) (identical to the file in Super Mario Galaxy 1)
* 2009-11-05 (/ObjectData/Sandy.arc/Sandy/Close.dva)
* 2010-03-17 (/ObjectData/BossJugem.arc/BossJugem/DemoBossJugemDown.dtp
8ec07a9ab03aad9d879c079da8ce285ff4e1ee15
Kenta Motokura
0
89
245
2023-03-05T22:10:17Z
GalaxyMaster
1
Created page with "'''Kenta Motokura''' is a [[Nintendo EAD Tokyo]] employee who served as "Character Design Lead" for Super Mario Galaxy and "Design Director" for Super Mario Galaxy 2. As of 2023, Motokura is the current main director of the 3D Mario series. He was the only credit for [[Super Mario 3D All-Stars]], being credited with the position of "producer". Motokura's name can be found in several empty directories in Super Mario Galaxy 2's [[/StageData|StageData]]: <pre> MotokuraSno..."
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'''Kenta Motokura''' is a [[Nintendo EAD Tokyo]] employee who served as "Character Design Lead" for Super Mario Galaxy and "Design Director" for Super Mario Galaxy 2. As of 2023, Motokura is the current main director of the 3D Mario series. He was the only credit for [[Super Mario 3D All-Stars]], being credited with the position of "producer".
Motokura's name can be found in several empty directories in Super Mario Galaxy 2's [[/StageData|StageData]]:
<pre>
MotokuraSnowAZone
MotokuraTest2DEnemy
MotokuraTest2DSwim
MotokuraTest2DSwim2
MotokuraTest2DSwimMap
MotokuraTest2DSwimTutorial
MotokuraTestBalloonYoshi
MotokuraTestFly
MotokuraTestJrLv2Boss
MotokuraTestMapObject
MotokuraTestNewCastle
MotokuraTestNigero
MotokuraTestPlanetShip
MotokuraTestSnowObject
MotokuraTestSwim
MotokuraTropicalPurple
</pre>
[[Category:Official developers]]
35c3793989e2f9d200010259636bf4d4be3408ca
Super Mario Gravity
0
90
247
2023-03-06T04:34:08Z
GalaxyMaster
1
Created page with "'''Super Mario Gravity''' is an upcoming Super Mario Galaxy 2 mod developed by Louis Miles. [[Category:Content mods]]"
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'''Super Mario Gravity''' is an upcoming Super Mario Galaxy 2 mod developed by Louis Miles.
[[Category:Content mods]]
415632239c8f7ace46e2c3b1a951e7527b235713
List of mods
0
11
248
199
2023-03-06T04:38:51Z
GalaxyMaster
1
/* Content mods */ add Super Mario Gravity
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== Functionality mods ==
{| class="wikitable"
! Mod !! Creator !! Link
|-
| [[Super Mario Galaxy 2 multiplayer]] || [[User:GalaxyMaster|Galaxy Master]] || https://github.com/MasterofGalaxies/smg2-multiplayer
|-
| [[SMG2 Wii Bricker]] || Galaxy Master || unavailable
|-
|}
== Content mods ==
{| class="wikitable"
! Mod !! Creator !! Link
|-
| [[Neo Mario Galaxy]] || Aurum et al. || https://aurumsmods.com/nmg
|-
| [[Super Mario Galaxy 2.5]] || Super Mario Galaxy 2.5 Team || (too many damn places)
|-
| [[Super Mario Gravity]] || Louis Miles || https://www.youtube.com/watch?v=_eBBxY5oniE
|-
|}
== Templates ==
{| class="wikitable"
! Mod !! Creator !! Link
|-
| [[Galaxy Level Engine]] || Super Hackio Inc. || https://github.com/SuperHackio/GalaxyLevelEngine
|-
| [[Project Template]] || Aurum et al. || https://github.com/SunakazeKun/SMG2-Project-Template
|-
|}
93bc49dedd85b416841db64d3423d61b68f9d900
Template:Infobox/scenario
10
91
252
2023-03-07T21:53:59Z
Lord-Giganticus
4
Created page with "{| class="textbox grid alt center" style="max-width:75%; background:656565;" rules=all |- ! colspan=3 | Star info |- ! Name !! Star No. !! Access Requirement |- | {{{Name}}} || {{{Number}}} || {{{Access}}} |}"
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{| class="textbox grid alt center" style="max-width:75%; background:656565;" rules=all
|-
! colspan=3 | Star info
|-
! Name !! Star No. !! Access Requirement
|-
| {{{Name}}} || {{{Number}}} || {{{Access}}}
|}
cde2115cc405b83bdc42386de248a6f3071543ab
Whitehole
0
64
254
194
2023-03-09T05:34:28Z
MasterLuma
3
wikitext
text/x-wiki
Whitehole is the successor to [[Anarchy in the Galaxy]] (sometimes just referred to as Anarchy). Both computer programs were developed as stage editors for the Super Mario Galaxy games, where Whitehole added many more features and built-in tools, and most notably, a 3D rendering of the stages (which Anarchy lacked).
Development for Anarchy began sometime in early 2010 or 2011, some even believe before the 2nd Galaxy game came out, by a user(s) known as/by (???). The tool gained popularity as the online [[Kuribo64]] forums opened in 2012, which hosted many of the early Galaxy hacking scenes.
Whitehole wouldn't begin development until 2012, when its earliest builds would be released to Kuribo64's uploader.
From this day on; Whitehole, while other projects to replace it have occurred but all failed (Shibboleet's [[Takochu]], and SuperHackio's [[Starlight]], to name a few), still remains as the main stage editor for Galaxy hackers.
While many public repositories for Whitehole exist, the most current and maintained of these (as of the writing of this page) is the following: https://github.com/SunakazeKun/Whitehole-Despaghettification
a04eca9f5549c258f4d38829d9ca1a0216b95983
Anarchy in the Galaxy
0
92
255
2023-03-09T05:48:14Z
MasterLuma
3
Created page with "Anarchy in the Galaxy (Anarchy) was the first public instance and release of a program capable of editing the Mario Galaxy games' stage file data, with other functionalities and tools like BCSV editing. This allowed for simple edits to a stage and for the many early first custom levels of the Galaxy games, as seen throughout YouTube and the old Kuribo64 online forums (before and even especially during the Super Mario Galaxy 2.5 era) to come to fruition. Anarchy is best..."
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Anarchy in the Galaxy (Anarchy) was the first public instance and release of a program capable of editing the Mario Galaxy games' stage file data, with other functionalities and tools like BCSV editing. This allowed for simple edits to a stage and for the many early first custom levels of the Galaxy games, as seen throughout YouTube and the old Kuribo64 online forums (before and even especially during the Super Mario Galaxy 2.5 era) to come to fruition.
Anarchy is best known for its lack of a 3D renderer to view the stage(s) being edited, which Anarchy's successor like Whitehole implemented when it would first be released not too long after. Hence, Anarchy is not recommended for current use in editing any of the Galaxy games.
A full list of Anarchy's creators/contributors is still relatively unknown (given the nature of how old the program is and how little documented it was at the time). However, we have a general idea as to those who were directly or somewhat involved:
-lorem ipsum
c746b5dd0380b487f8a93332e33dfa21c15f370e
263
255
2023-03-09T19:44:13Z
GalaxyMaster
1
wikitext
text/x-wiki
'''Anarchy in the Galaxy''', sometimes known as simply '''Anarchy''', is the first public instance and release of a program capable of editing the Mario Galaxy games' stage file data, with other functionalities and tools like BCSV editing. This allowed for simple edits to a stage and for the many early first custom levels of the Galaxy games, as seen throughout YouTube and the old Kuribo64 online forums (before and even especially during the Super Mario Galaxy 2.5 era) to come to fruition.
Anarchy is best known for its lack of a 3D renderer to view the stage(s) being edited, which Anarchy's successor like Whitehole implemented when it would first be released not too long after. Hence, Anarchy is not recommended for current use in editing any of the Galaxy games.
A full list of Anarchy's creators/contributors is still relatively unknown (given the nature of how old the program is and how little documented it was at the time). However, we have a general idea as to those who were directly or somewhat involved:
-lorem ipsum
[[Category:Stage editors]]
b2af2daaba10c316b23c4aea43e009d6b1535e5a
File:35th Anniversary Direct SMG Clip.mp4
6
28
256
74
2023-03-09T06:06:57Z
MasterLuma
3
wikitext
text/x-wiki
== Summary ==
The Super Mario Galaxy clip in Nintendo's Super Mario Bros. 35th Anniversary Direct video.
Source: https://youtu.be/s_UcjEq2Dgk?t=879
ec54950c6e2b090be184d123eee1354904661a81
Starlight
0
93
257
2023-03-09T16:08:47Z
Lord-Giganticus
4
Created page with "Starlight was a WIP tool made by Super Hackio that ultimately was canned due to drama and others not working on the project. = Basic Info = Starlight's developers were: * Super Hackio (Lead Developer) * JuPaHe64 (3d renderer/graphics) * Someone (Object Database/misc) * Lord-Giganticus (Build scripts/misc) Much like Whitehole, Starlight needed to know where your Game's file were, and then could open the galaxy with basic info. Starlight had a feature where certain ani..."
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Starlight was a WIP tool made by Super Hackio that ultimately was canned due to drama and others not working on the project.
= Basic Info =
Starlight's developers were:
* Super Hackio (Lead Developer)
* JuPaHe64 (3d renderer/graphics)
* Someone (Object Database/misc)
* Lord-Giganticus (Build scripts/misc)
Much like Whitehole, Starlight needed to know where your Game's file were, and then could open the galaxy with basic info.
Starlight had a feature where certain animations like thomps falling, would actually play, it was very basic but it was an interesting concept.
The program had basic placement and moving features, and a handful of small things finished.
= Bugs =
Despite only being used by a handful of people, the program does have some interesting bugs.
* Certain models would NOT render correctly at ALL. (Likely due to GL_EditorFramework)
* It was possible to corrupt the BCSV by accident sometimes.
= Other issues =
Despite never being finished there are some technical non-bug issues worth noting.
* Starlight was on the DotNet Framework, which at the time was being phased out with NET 5 (and NET 6 on its way). Hack.IO has yet to be updated to NET 5,6,or 7.
* GL_EditorFramework (the 3d library) was a very old library (also stuck on DotNet Framework) and by the time JuPa "released" EditTK, Starlight had been canned.
* Had Starlight gotten more reviews from people outside the development team, it could've seen a public release.
a9ed1a2e966d83ff0feacf752aeeb0d4ed394295
258
257
2023-03-09T16:10:20Z
Lord-Giganticus
4
Protected "[[Starlight]]": Let's not cause more issues with this dead program. ([Edit=Allow only administrators] (indefinite) [Move=Allow only administrators] (indefinite))
wikitext
text/x-wiki
Starlight was a WIP tool made by Super Hackio that ultimately was canned due to drama and others not working on the project.
= Basic Info =
Starlight's developers were:
* Super Hackio (Lead Developer)
* JuPaHe64 (3d renderer/graphics)
* Someone (Object Database/misc)
* Lord-Giganticus (Build scripts/misc)
Much like Whitehole, Starlight needed to know where your Game's file were, and then could open the galaxy with basic info.
Starlight had a feature where certain animations like thomps falling, would actually play, it was very basic but it was an interesting concept.
The program had basic placement and moving features, and a handful of small things finished.
= Bugs =
Despite only being used by a handful of people, the program does have some interesting bugs.
* Certain models would NOT render correctly at ALL. (Likely due to GL_EditorFramework)
* It was possible to corrupt the BCSV by accident sometimes.
= Other issues =
Despite never being finished there are some technical non-bug issues worth noting.
* Starlight was on the DotNet Framework, which at the time was being phased out with NET 5 (and NET 6 on its way). Hack.IO has yet to be updated to NET 5,6,or 7.
* GL_EditorFramework (the 3d library) was a very old library (also stuck on DotNet Framework) and by the time JuPa "released" EditTK, Starlight had been canned.
* Had Starlight gotten more reviews from people outside the development team, it could've seen a public release.
a9ed1a2e966d83ff0feacf752aeeb0d4ed394295
261
258
2023-03-09T19:39:06Z
GalaxyMaster
1
wikitext
text/x-wiki
'''Starlight''' is an incomplete stage editor made by Super Hackio that was ultimately was canceled due to drama and others not working on the project.
= Basic Info =
Starlight's developers were:
* Super Hackio (Lead Developer)
* JuPaHe64 (3d renderer/graphics)
* Someone (Object Database/misc)
* Lord-Giganticus (Build scripts/misc)
Much like Whitehole, Starlight needed to know where your Game's file were, and then could open the galaxy with basic info.
Starlight had a feature where certain animations like thomps falling, would actually play, it was very basic but it was an interesting concept.
The program had basic placement and moving features, and a handful of small things finished.
= Bugs =
Despite only being used by a handful of people, the program does have some interesting bugs.
* Certain models would NOT render correctly at ALL. (Likely due to GL_EditorFramework)
* It was possible to corrupt the BCSV by accident sometimes.
= Other issues =
Despite never being finished there are some technical non-bug issues worth noting.
* Starlight was on the DotNet Framework, which at the time was being phased out with NET 5 (and NET 6 on its way). Hack.IO has yet to be updated to NET 5,6,or 7.
* GL_EditorFramework (the 3d library) was a very old library (also stuck on DotNet Framework) and by the time JuPa "released" EditTK, Starlight had been canned.
* Had Starlight gotten more reviews from people outside the development team, it could've seen a public release.
[[Category:Stage editors]]
7befccd8adb150de27d3b1f815a45abda96dccca
Whitehole
0
64
259
254
2023-03-09T19:35:23Z
GalaxyMaster
1
wikitext
text/x-wiki
'''Whitehole''' is the successor to [[Anarchy in the Galaxy]] (sometimes just referred to as Anarchy). Both computer programs were developed as stage editors for the Super Mario Galaxy games, where Whitehole added many more features and built-in tools, and most notably, a 3D rendering of the stages (which Anarchy lacked).
Development for Anarchy began sometime in early 2010 or 2011, some even believe before the 2nd Galaxy game came out, by a user(s) known as/by (???). The tool gained popularity as the online [[Kuribo64]] forums opened in 2012, which hosted many of the early Galaxy hacking scenes.
Whitehole wouldn't begin development until 2012, when its earliest builds would be released to Kuribo64's uploader.
From this day on; Whitehole, while other projects to replace it have occurred but all failed (Shibboleet's [[Takochu]], and SuperHackio's [[Starlight]], to name a few), still remains as the main stage editor for Galaxy hackers.
While many public repositories for Whitehole exist, the most current and maintained of these (as of the writing of this page) is the following: https://github.com/SunakazeKun/Whitehole-Despaghettification
[[Category:Stage editors]]
4da1c316feb94814184e3d667ad00a90e0441135
Takochu
0
68
260
253
2023-03-09T19:36:30Z
GalaxyMaster
1
wikitext
text/x-wiki
'''Takochu''' is an incomplete stage editor for the Galaxy games (programmed in C#) owned and led by Shibboleet. However, due to a lack of motivation and issues with community drama, as Shibboleet had stated here: http://shibboleet.us.to/takochu.html, development was halted, but archived in case others wanted to work on it; of which no major revives have yet taken place, letting Whitehole remain as the main stage editor.
The public archive for Takochu can be found here: https://github.com/shibbo/Takochu
[[Category:Stage editors]]
a4c797bf26f6af6faf163e850d6eebcb725df555
Blackhole (editor)
0
94
262
2023-03-09T19:40:17Z
GalaxyMaster
1
Created page with "'''Blackhole''' is an incomplete stage editor developed by TheSunCat. [[Category:Stage editors]]"
wikitext
text/x-wiki
'''Blackhole''' is an incomplete stage editor developed by TheSunCat.
[[Category:Stage editors]]
8ce982aa8615f9ca33ad1e355c5e5bab9b86107b
282
262
2023-04-28T20:28:11Z
GalaxyMaster
1
GalaxyMaster moved page [[Blackhole]] to [[Blackhole (editor)]] without leaving a redirect
wikitext
text/x-wiki
'''Blackhole''' is an incomplete stage editor developed by TheSunCat.
[[Category:Stage editors]]
8ce982aa8615f9ca33ad1e355c5e5bab9b86107b
Category:Stage editors
14
95
264
2023-03-09T21:25:13Z
GalaxyMaster
1
Created page with "[[Category:Tools]]"
wikitext
text/x-wiki
[[Category:Tools]]
1347d90ca6e95f2a83c55a017d574e63028e93f4
JSystem
0
24
265
186
2023-03-10T04:38:51Z
MasterLuma
3
/* JSystem libraries */
wikitext
text/x-wiki
'''JSYSTEM''', '''JSystem''', or '''JSys''', is a library used in some first party 3D Nintendo games on the GameCube and Wii, including Super Mario Galaxy and Super Mario Galaxy 2.
Different games use different versions of the JSys library.
== Games that use JSys (in order of release) ==
* Luigi's Mansion
* Pikmin
* Super Mario Sunshine
* The Legend of Zelda: The Wind Waker
* Mario Kart: Double Dash
* Pac-Man Vs.
* The Legend of Zelda: Four Swords Adventures
* Pikmin 2
* [[Donkey Kong Jungle Beat]]
* The Legend of Zelda: Twilight Princess
* Super Mario Galaxy
* Link's Crossbow Training
* Mario Kart Wii
* Super Mario Galaxy 2
* The Legend of Zelda: Skyward Sword
== JSystem libraries ==
* J2DGraph
* J3DGraphAnimator
* J3DGraphBase
* J3DGraphLoader
* JAudio
* JAudio2
* JGadget
* JKernel
* JMap
* JMath
* JParticle
* JStudio
* JSupport
* JUtility
b10b19d569b9e0d28fc445144a7cdda4c3832418
266
265
2023-03-10T04:39:27Z
MasterLuma
3
/* Games that use JSystem (in order of release) */
wikitext
text/x-wiki
'''JSYSTEM''', '''JSystem''', or '''JSys''', is a library used in some first party 3D Nintendo games on the GameCube and Wii, including Super Mario Galaxy and Super Mario Galaxy 2.
Different games use different versions of the JSys library.
== Games that use JSystem (in order of release) ==
* Luigi's Mansion
* Pikmin
* Super Mario Sunshine
* The Legend of Zelda: The Wind Waker
* Mario Kart: Double Dash
* Pac-Man Vs.
* The Legend of Zelda: Four Swords Adventures
* Pikmin 2
* [[Donkey Kong Jungle Beat]]
* The Legend of Zelda: Twilight Princess
* Super Mario Galaxy
* Link's Crossbow Training
* Mario Kart Wii
* Super Mario Galaxy 2
* The Legend of Zelda: Skyward Sword
== JSystem libraries ==
* J2DGraph
* J3DGraphAnimator
* J3DGraphBase
* J3DGraphLoader
* JAudio
* JAudio2
* JGadget
* JKernel
* JMap
* JMath
* JParticle
* JStudio
* JSupport
* JUtility
a46e494b7e0126e5120da55bc88d1f2d77268f0a
267
266
2023-03-10T04:40:09Z
MasterLuma
3
wikitext
text/x-wiki
'''JSYSTEM''', '''JSystem''', or '''JSys''', is a library used in some first-party 3D Nintendo games on the GameCube and Wii, including Super Mario Galaxy and Super Mario Galaxy 2.
Different games use different versions of the JSystem library.
== Games that use JSystem (in order of release) ==
* Luigi's Mansion
* Pikmin
* Super Mario Sunshine
* The Legend of Zelda: The Wind Waker
* Mario Kart: Double Dash
* Pac-Man Vs.
* The Legend of Zelda: Four Swords Adventures
* Pikmin 2
* [[Donkey Kong Jungle Beat]]
* The Legend of Zelda: Twilight Princess
* Super Mario Galaxy
* Link's Crossbow Training
* Mario Kart Wii
* Super Mario Galaxy 2
* The Legend of Zelda: Skyward Sword
== JSystem libraries ==
* J2DGraph
* J3DGraphAnimator
* J3DGraphBase
* J3DGraphLoader
* JAudio
* JAudio2
* JGadget
* JKernel
* JMap
* JMath
* JParticle
* JStudio
* JSupport
* JUtility
1b972e2e28e174dc6beb671bbae46b306f623d81
268
267
2023-03-10T05:43:22Z
MasterLuma
3
/* Known JSystem libraries */
wikitext
text/x-wiki
'''JSYSTEM''', '''JSystem''', or '''JSys''', is a library used in some first-party 3D Nintendo games on the GameCube and Wii, including Super Mario Galaxy and Super Mario Galaxy 2.
Different games use different versions of the JSystem library.
== Games that use JSystem (in order of release) ==
* Luigi's Mansion
* Pikmin
* Super Mario Sunshine
* The Legend of Zelda: The Wind Waker
* Mario Kart: Double Dash
* Pac-Man Vs.
* The Legend of Zelda: Four Swords Adventures
* Pikmin 2
* [[Donkey Kong Jungle Beat]]
* The Legend of Zelda: Twilight Princess
* Super Mario Galaxy
* Link's Crossbow Training
* Mario Kart Wii
* Super Mario Galaxy 2
* The Legend of Zelda: Skyward Sword
== Known JSystem libraries ==
* J2DGraph
* J3DGraphAnimator
* J3DGraphBase
* J3DGraphLoader
* J3DU
* JAudio
* JAudio2
* JFramework
* JGadget
* JKernel
* JMap
* JMath
* JMessage
* JParticle
* JStage
* JStudio
* JSupport
* JUtility
14895d61a2852ad5336f85df09b98b1c6405fcbb
269
268
2023-03-10T05:44:00Z
MasterLuma
3
/* Known JSystem libraries */
wikitext
text/x-wiki
'''JSYSTEM''', '''JSystem''', or '''JSys''', is a library used in some first-party 3D Nintendo games on the GameCube and Wii, including Super Mario Galaxy and Super Mario Galaxy 2.
Different games use different versions of the JSystem library.
== Games that use JSystem (in order of release) ==
* Luigi's Mansion
* Pikmin
* Super Mario Sunshine
* The Legend of Zelda: The Wind Waker
* Mario Kart: Double Dash
* Pac-Man Vs.
* The Legend of Zelda: Four Swords Adventures
* Pikmin 2
* [[Donkey Kong Jungle Beat]]
* The Legend of Zelda: Twilight Princess
* Super Mario Galaxy
* Link's Crossbow Training
* Mario Kart Wii
* Super Mario Galaxy 2
* The Legend of Zelda: Skyward Sword
== Known JSystem libraries (in alphabetical order) ==
* J2DGraph
* J3DGraphAnimator
* J3DGraphBase
* J3DGraphLoader
* J3DU
* JAudio
* JAudio2
* JFramework
* JGadget
* JKernel
* JMap
* JMath
* JMessage
* JParticle
* JStage
* JStudio
* JSupport
* JUtility
d38189df12f56676bb73b5bd3722dc45fc2efa87
270
269
2023-03-10T05:44:41Z
MasterLuma
3
/* Known games that use JSystem (in order of release) */
wikitext
text/x-wiki
'''JSYSTEM''', '''JSystem''', or '''JSys''', is a library used in some first-party 3D Nintendo games on the GameCube and Wii, including Super Mario Galaxy and Super Mario Galaxy 2.
Different games use different versions of the JSystem library.
== Known games that use JSystem (in order of release) ==
* Luigi's Mansion
* Pikmin
* Super Mario Sunshine
* The Legend of Zelda: The Wind Waker
* Mario Kart: Double Dash
* Pac-Man Vs.
* The Legend of Zelda: Four Swords Adventures
* Pikmin 2
* [[Donkey Kong Jungle Beat]]
* The Legend of Zelda: Twilight Princess
* Super Mario Galaxy
* Link's Crossbow Training
* Mario Kart Wii
* Super Mario Galaxy 2
* The Legend of Zelda: Skyward Sword
== Known JSystem libraries (in alphabetical order) ==
* J2DGraph
* J3DGraphAnimator
* J3DGraphBase
* J3DGraphLoader
* J3DU
* JAudio
* JAudio2
* JFramework
* JGadget
* JKernel
* JMap
* JMath
* JMessage
* JParticle
* JStage
* JStudio
* JSupport
* JUtility
b541d606a15dbf5f4658718845ca585ff9c68b58
TokyoPatrolError
0
96
271
2023-03-10T09:38:45Z
GalaxyMaster
1
Created page with "'''''TokyoPatrolError''''' is a mysterious string that appears in several unused [[MSBT]]s in Super Mario Galaxy 2. The use of the string is obvious: it is used as a placeholder message in test stages for [[NPC]]s that need text (without which the game would crash). It is the origin that it mysterious; Tokyo is the location of the [[Nintendo EAD Tokyo|EAD branch]] that created the game, but the origin or meaning of "patrol error" is unknown."
wikitext
text/x-wiki
'''''TokyoPatrolError''''' is a mysterious string that appears in several unused [[MSBT]]s in Super Mario Galaxy 2.
The use of the string is obvious: it is used as a placeholder message in test stages for [[NPC]]s that need text (without which the game would crash). It is the origin that it mysterious; Tokyo is the location of the [[Nintendo EAD Tokyo|EAD branch]] that created the game, but the origin or meaning of "patrol error" is unknown.
dc8b2d4331022fb9b486a3ceaf92e1602b5f83ee
272
271
2023-03-11T04:46:55Z
MasterLuma
3
wikitext
text/x-wiki
'''''TokyoPatrolError''''' is a mysterious string that appears in several unused [[MSBT]]s in Super Mario Galaxy 2 (most notably the E3 ones).
The use of the string is obvious: it is used as a placeholder message in test stages for [[NPC]]s that need text (without which the game would crash). It is the origin that it mysterious; Tokyo is the location of the [[Nintendo EAD Tokyo|EAD branch]] that created the game, but the origin or meaning of "patrol error" is unknown.
587ffe36c9440aaf6055bb3204acb36f446519da
Main Page
0
1
273
156
2023-03-11T04:52:26Z
MasterLuma
3
wikitext
text/x-wiki
Welcome to the '''''Mario Galaxy'' Wiki'''! This Wiki is dedicated to '''''Super Mario Galaxy''''' and '''''Super Mario Galaxy 2''''' (collectively '''''the'' Super Mario Galaxy ''games''''', as used throughout the Wiki). This Wiki covers anything and everything about these games- playing strategies, mods, glitches, little-known stories about the games' development, and much more! All the bits and bytes that make these games the true marvels that they are.
Enjoy your time here reading and learning about the two best games in the Galaxy!
[[Special:AllPages|List of pages]]
[[File:Main Page picture.jpg|center]]
906dcab5b977be1d48ee2422c7c661b2f9488dff
274
273
2023-03-11T05:00:35Z
GalaxyMaster
1
wikitext
text/x-wiki
Welcome to the '''''Mario Galaxy'' Wiki'''! This Wiki is dedicated to '''''Super Mario Galaxy''''' and '''''Super Mario Galaxy 2''''' (collectively '''''the Super Mario Galaxy games''''', as used throughout the Wiki). This Wiki covers anything and everything about these games- playing strategies, mods, glitches, little-known stories about the games' development, and much more! All the bits and bytes that make these games the true marvels that they are.
Enjoy your time here reading and learning about the two best games in the Galaxy!
[[Special:AllPages|List of pages]]
[[File:Main Page picture.jpg|center]]
d240e0ef7ae2ccb3cc6466bb93ea7ff9ded7b148
281
274
2023-04-28T20:27:41Z
GalaxyMaster
1
dash
wikitext
text/x-wiki
Welcome to the '''''Mario Galaxy'' Wiki'''! This Wiki is dedicated to '''''Super Mario Galaxy''''' and '''''Super Mario Galaxy 2''''' (collectively '''''the Super Mario Galaxy games''''', as used throughout the Wiki). This Wiki covers anything and everything about these games—playing strategies, mods, glitches, little-known stories about the games' development, and much more! All the bits and bytes that make these games the true marvels that they are.
Enjoy your time here reading and learning about the two best games in the Galaxy!
[[Special:AllPages|List of pages]]
[[File:Main Page picture.jpg|center]]
0c38cc73f7a5f7e48ac46a40bf4d8bdf9edddebe
File:KanjiFontNW4R.png
6
98
279
2023-03-21T05:51:57Z
GalaxyMaster
1
A rendering of KanjiFontNW4R.szs.
wikitext
text/x-wiki
== Summary ==
A rendering of KanjiFontNW4R.szs.
dc34dcd1846b4c07e34038a3075a49b4c25e6d77
/Debug
0
41
280
135
2023-03-21T06:36:00Z
GalaxyMaster
1
wikitext
text/x-wiki
'''/Debug''' is a directory in both Super Mario Galaxy games. While empty in the released builds, it most likely contained files up until their removal during these builds' preparation. This directory is not present at all in the [[Northport|Nvidia Shield release]] or the [[Super Mario 3D All-Stars|Super Mario 3D All-Stars build]]; however, the latter contains two identical archives whose contents are most likely those of the Wii releases' /Debug.
== Contents ==
In the first revision of Super Mario 3D All-Stars, two archives with identical content, DEBUG.arc and DEBUG.zst, exist in [[/StationedData]]. These archives contain several files as documented below.
These files are likely the contents of the empty /Debug of the Wii releases. This is not merely an assumption; there are functions listed in the [[Build targets#Develop|Develop]] symbol maps that appear to correlate to these files. Furthermore, it is unlikely that these files, given their nature, had any special relevance to the developers of Super Mario 3D All-Stars, whose job was merely to port the game from the Wii to the Nintendo Switch.
Like other files packed into [[RARC]]s in SMG1, these files' names are all lowercase. When in /Debug, their names were likely mixed case. The names of the files in the other archives in /StationedData are also all lowercase, despite their names originally being mixed case.
=== ActorMsgString.bin ===
<pre>
ACTMES_PLAYER_ATTACK_START
ACTMES_PLAYER_PUNCH
ACTMES_PLAYER_TRAMPLE
ACTMES_PLAYER_HIP_DROP
ACTMES_PLAYER_HIP_DROP_FLOOR
ACTMES_PLAYER_UPPER_PUNCH
ACTMES_JET_TURTLE_ATTACK
ACTMES_FOO_ATTACK
ACTMES_FIREBALL_ATTACK
ACTMES_SEARCHLIGHT_ATTACK
ACTMES_FREEZE_ATTACK
ACTMES_INVINCIBLE_ATTACK
ACTMES_STAR_PIECE_ATTACK
ACTMES_IS_STAR_PIECE_REFLECT
ACTMES_IS_LOCKON_STAR_PIECE_SHOOT
ACTMES_STAR_PIECE_GIFT
ACTMES_STAR_PIECE_GIFT_1
ACTMES_STAR_PIECE_GIFT_2
ACTMES_STAR_PIECE_GIFT_3
ACTMES_STAR_PIECE_GIFT_4
ACTMES_STAR_PIECE_GIFT_5
ACTMES_STAR_PIECE_GIFT_6
ACTMES_STAR_PIECE_GIFT_7
ACTMES_STAR_PIECE_GIFT_8
ACTMES_STAR_PIECE_GIFT_9
ACTMES_STAR_PIECE_GIFT_MAX
ACTMES_PLAYER_ATTACK_END
ACTMES_IS_PUNCH_ENABLE
ACTMES_HITMARK_EMIT
ACTMES_INVALID_HIT
ACTMES_TAKE
ACTMES_TAKEN
ACTMES_PUT
ACTMES_APART
ACTMES_THROW
ACTMES_DAMAGEDROP
ACTMES_RUSHDROP
ACTMES_ATTACKDROP
ACTMES_HANG_CANCEL
ACTMES_SHAKE_OFF_BEE
ACTMES_TAKE_TOUCH
ACTMES_PUSH
ACTMES_PUSH_FORCE
ACTMES_KICK
ACTMES_JUMP
ACTMES_TOUCHJUMP
ACTMES_BILLIARDJUMP
ACTMES_AWAYJUMP
ACTMES_BODY_ATTACK
ACTMES_TORNADO_ATTACK
ACTMES_TORNADO_STORM_RANGE
ACTMES_SPIN_STORM_RANGE
ACTMES_GIANT_ATTACK
ACTMES_BALL_TOUCH
ACTMES_BALL_TOUCH_WALL
ACTMES_BALL_TOUCH_GROUND
ACTMES_BALL_DASH
ACTMES_BALL_DASH_WALL
ACTMES_BALL_DASH_GROUND
ACTMES_HAMMER_STAMP
ACTMES_BIG_BUBBLE_MERGE
ACTMES_BIG_BUBBLE_TOUCH
ACTMES_BIG_BUBBLE_ASSIMILATE
ACTMES_REFLECT
ACTMES_REFLECT_V
ACTMES_IS_BROKEN
ACTMES_PASS_RING
ACTMES_FOUNTAINJUMP
ACTMES_TERESA_PLAYER_TOUCH
ACTMES_RUSH_PLAYER_TOUCH
ACTMES_BOMB_TERESA_TONGUE_TOUCH
ACTMES_PUDDLE_TOUCH_GROUND
ACTMES_WARP
ACTMES_ASK_HIDDEN_BY_SNOW
ACTMES_NOTIFY_DISCOVER_SNOW
ACTMES_ENEMY_ATTACK_START
ACTMES_ENEMY_ATTACK_FLIP_VERYWEAK
ACTMES_ENEMY_ATTACK_FLIP_WEAK
ACTMES_ENEMY_ATTACK_FLIP_WEAK_JUMP
ACTMES_ENEMY_ATTACK_FLIP_JUMP
ACTMES_ENEMY_ATTACK_FLIP
ACTMES_ENEMY_ATTACK_FLIP_ROT
ACTMES_ENEMY_ATTACK_FLIP_MAXIMUM
ACTMES_ENEMY_ATTACK
ACTMES_ENEMY_ATTACK_STRONG
ACTMES_ENEMY_ATTACK_MAXIMUM
ACTMES_ENEMY_ATTACK_EXPLOSION
ACTMES_ENEMY_ATTACK_FIREBACK
ACTMES_ENEMY_ATTACK_FIRERUN
ACTMES_ENEMY_ATTACK_FIRERUN_STRONG
ACTMES_ENEMY_ATTACK_ELECTRIC
ACTMES_ENEMY_ATTACK_HEATBEAM
ACTMES_ENEMY_ATTACK_ACID
ACTMES_ENEMY_ATTACK_FREEZE
ACTMES_ENEMY_ATTACK_CRUSH
ACTMES_ENEMY_ATTACK_EXTRA_DAMAGE
ACTMES_ENEMY_ATTACK_COUNTER_SPIN
ACTMES_ENEMY_ATTACK_COUNTER_HIPDROP
ACTMES_TO_ENEMY_ATTACK_BLOW
ACTMES_TO_ENEMY_ATTACK_TRAMPLE
ACTMES_TO_ENEMY_ATTACK_SHOCK_WAVE
ACTMES_ENEMY_ATTACK_END
ACTMES_SUCCESS
ACTMES_FAILURE
ACTMES_GROUP_MOVE_START
ACTMES_GROUP_MOVE_STOP
ACTMES_GROUP_ATTACK
ACTMES_GROUP_SHOW
ACTMES_GROUP_HIDE
ACTMES_GROUP_LOD_LOW
ACTMES_GROUP_LOD_HIGH
ACTMES_START_DEMO
ACTMES_END_DEMO
ACTMES_FORCE_KILL
ACTMES_PAUSE_OFF
ACTMES_INHALE_BLACK_HOLE
ACTMES_START_POWER_STAR_GET
ACTMES_RUSH_PUNCH_RIGHT
ACTMES_RUSH_PUNCH_LEFT
ACTMES_RUSH_KICK_RIGHT
ACTMES_RUSH_KICK_LEFT
ACTMES_RUSH_THRUST
ACTMES_RUSH_CRUSH
ACTMES_RUSH_SHOOT_UP
ACTMES_RUSH_AIR_STRIKE
ACTMES_RUSH_GUARD
ACTMES_RUSH_GUARD_RIGHT
ACTMES_RUSH_GUARD_LEFT
ACTMES_RUSH_LIFT_UP
ACTMES_RUSH_ROTATE_SWING
ACTMES_RUSH_THROW
ACTMES_RUSH_PULL_OUT_SUCCESS
ACTMES_RUSH_PULL_OUT_MISS
ACTMES_RUSH_FAILURE
ACTMES_RUSH_EVEN
ACTMES_ITEM_GET
ACTMES_IS_PULL_ENABLE
ACTMES_ITEM_PULL
ACTMES_ITEM_SHOW
ACTMES_ITEM_HIDE
ACTMES_ITEM_START_MOVE
ACTMES_ITEM_END_MOVE
ACTMES_OPD_SHOOT
ACTMES_IS_OPD_SITE_IN
ACTMES_RESET
ACTMES_RUSH_BEGIN
ACTMES_AUTORUSH_BEGIN
ACTMES_RUSH_CANCEL
ACTMES_RUSH_FORCE_CANCEL
ACTMES_RUSH_DAMAGE_CANCEL
ACTMES_RUSH_END
ACTMES_IS_RUSH_ENABLE
ACTMES_IS_RUSH_TAKEOVER
ACTMES_IS_RUSH_REQUEST
ACTMES_SLING_SHOOT_START_BIND
ACTMES_SLING_SHOOT_ACTOR_HANG_START
ACTMES_SLING_SHOOT_ACTOR_HANG_END
ACTMES_SLING_SHOOT_ACTOR_APART
ACTMES_SLING_SHOOT_ATTACK
ACTMES_SLING_SHOOT_PASS_THROUGH_ENABLE
ACTMES_SLING_SHOOT_IS_LAST_DAMAGE
ACTMES_UPDATE_BASEMTX
ACTMES_IS_CAMERA_FIX_POINT
ACTMES_BOSSCRAB_SHOOT_DOWN
ACTMES_BOSSCRAB_CANNON_BROKEN
ACTMES_IKSPIDER_ACTIVE
ACTMES_IKSPIDER_CATCH
ACTMES_IKSPIDER_LAST_LEG
ACTMES_IKSPIDER_RELEASE
ACTMES_TRIPODBOSS_LEG_IS_DAMAGE
ACTMES_TRIPODBOSS_STARTED
ACTMES_DISPERSE_BOMB_TERESA
ACTMES_BREAK_POLTA_GROUND_ROCK
ACTMES_SPHERE_PLAYER_BINDED
ACTMES_SET_UP_JUMP_HOLE
ACTMES_SHOOT_JUMP_HOLE
ACTMES_END_JUMP_HOLE
ACTMES_END_RAIL_DASH
ACTMES_END_BALL_RAIL
ACTMES_END_BALL_BIND
ACTMES_FLOOR_TOUCH
ACTMES_WALL_TOUCH
ACTMES_CEIL_TOUCH
ACTMES_REQUEST_CLAP
ACTMES_DINO_PACKUN_PUNCHED_BALL
ACTMES_DINO_PACKUN_PULLED_TAIL
ACTMES_DINO_PACKUN_BALL_ATTACK
ACTMES_TOMB_SPIDER_BATTLE_START
ACTMES_TOMB_SPIDER_DEMO_START
ACTMES_TOMB_SPIDER_DEMO_END
ACTMES_SKELETAL_FISH_BOSS_BATTLE_START
ACTMES_SKELETAL_FISH_BOSS_BATTLE_END
ACTMES_KOOPA_HIP_DROP_ATTACK
ACTMES_KOOPA_PLAYER_DAMAGE
ACTMES_KOOPA_PLATE_DAMAGE
ACTMES_TICO_RAIL_TOUCH
ACTMES_IS_REFLECTION_G_CAPTURE
ACTMES_IS_NO_BREAK_G_CAPTURE
ACTMES_TURNIP_ATTACK
ACTMES_PAKKUN_BALL_ATTACK
ACTMES_IS_PUNCH_LEFT
ACTMES_IS_PUNCH_CENTER
ACTMES_MAPPARTS_ON_PLAYER
ACTMES_MAPPARTS_START_ROTATE_AT_POINT
ACTMES_MAPPARTS_END_ROTATE_AT_POINT
ACTMES_MAPPARTS_START_ROTATE_BETWEEN_POINTS
ACTMES_MAPPARTS_BREAK_START
ACTMES_MAPPARTS_DISAPPEAR_WITH_BLINK
ACTMES_NPC_EVENT_START
ACTMES_NPC_EVENT_END
ACTMES_NPC_EVENT_TALK_ENABLE
ACTMES_NPC_EVENT_TALK_DISABLE
ACTMES_NPC_TALK_NEXT
ACTMES_MENU_GAME_START
ACTMES_MENU_APPEAR_FROM_BLOCK
ACTMES_MENU_BLOCK_BREAK
ACTMES_MENU_GOAL_POLE_START
ACTMES_MENU_GOAL_POLE_END
ACTMES_DPD_TOUCH
ACTMES_DPD_ATTACK_TARGET_LOCK
ACTMES_DPD_ATTACK_TARGET_UNLOCK
ACTMES_DPD_TARGET_END
ACTMES_DPD_BUTTON_ACTION
ACTMES_DPD_SWING_ACTION
ACTMES_SPHERE_SELECTOR_SELECT_START
ACTMES_SPHERE_SELECTOR_SELECT_END
ACTMES_SPHERE_SELECTOR_CONFIRM_START
ACTMES_SPHERE_SELECTOR_CONFIRM_CANCEL
ACTMES_SPHERE_SELECTOR_CONFIRMED
ACTMES_SPHERE_SELECTOR_TARGET_SELECTED
ACTMES_TUTORIAL_START
ACTMES_TUTORIAL_NEXT
ACTMES_TUTORIAL_PREV
ACTMES_TUTORIAL_PASS
ACTMES_TUTORIAL_END
ACTMES_TUTORIAL_OMIT
ACTMES_RACE_READY
ACTMES_RACE_START
ACTMES_RACE_GOAL
ACTMES_RACE_RESET
ACTMES_HEAVENSDOOR_RUNAWAY_RABBIT_WAIT
ACTMES_HEAVENSDOOR_RUNAWAY_RABBIT_START
ACTMES_LAUNCHER_BREAKABLE
ACTMES_PLANT_GROUP_EMIT_ITEM
ACTMES_LAST
</pre>
''actormsgstring.bin'' (likely originally ''ActorMsgString.bin'') contains names for [[actor message]]s, which are normally only seen as integers in the game's code.
The following likely relevant functions are mentioned in the Develop symbol maps:
<pre>
005d36b8 000008 805da878 005d6a58 4 getActMsgString__12MessageDebugFUl System.a MessageDebug.o
006b00e0 000034 806b72a0 006b3480 4 actMsgToString__2MRFUl Util.a DebugUtil.o
</pre>
As is easily inferred from their names, these functions likely take an actor message number and return its name from ActorMsgString.bin.
=== ActorTypeString.bin ===
<pre>
ATYPE_PLAYER_START
ATYPE_PLAYER
ATYPE_PUPPETEER
ATYPE_PLAYER_END
ATYPE_NPC_START
ATYPE_NPC
ATYPE_NPC_END
ATYPE_ANIMAL
ATYPE_RIDE_START
ATYPE_RIDE
ATYPE_SPHERE_PLAYER
ATYPE_SPHERE_PLAYER_HIT
ATYPE_SPRING_ATTACKER
ATYPE_SPRING_ATTACKER_KINOPIO
ATYPE_SPRING_ATTACKER_KINOPIO_BIND
ATYPE_JET_TURTLE
ATYPE_JET_TURTLE_SLOW
ATYPE_SPECIAL_WEAPON
ATYPE_RIDE_END
ATYPE_ENEMY_START
ATYPE_ENEMY
ATYPE_ENEMY_SIMPLE
ATYPE_ENEMY_ATTACK
ATYPE_COCO_NUT
ATYPE_WATER_PRESSURE_BULLET
ATYPE_BOMBHEI
ATYPE_TAKOBO
ATYPE_KURIBO
ATYPE_KARIKARI
ATYPE_BEGOMAN
ATYPE_KILLER_TARGET_ENEMY
ATYPE_PLAYER_AUTO_JUMP
ATYPE_MOGUCCHI_REFUSE_TERRITORY
ATYPE_BIG_BUBBLE
ATYPE_NOKONOKO
ATYPE_PUKUPUKU
ATYPE_UNIZO
ATYPE_SAMBO_HEAD
ATYPE_SAMBO_BODY
ATYPE_HOMING_FIRE
ATYPE_HOMING_FIRE_SHOOTER
ATYPE_HOMING_KILLER
ATYPE_ROCK
ATYPE_WANWAN
ATYPE_TRIPODBOSS_GUARD_WALL
ATYPE_TRIPODBOSS_KILLER_GENERATER
ATYPE_TOMB_SPIDER_BODY
ATYPE_TOMB_SPIDER_EYE
ATYPE_TOMB_SPIDER_HIP
ATYPE_TOMB_SPIDER_MOUTH
ATYPE_TOMB_SPIDER_ATTACKER
ATYPE_TOMB_SPIDER_GLAND_FRONT_L
ATYPE_TOMB_SPIDER_GLAND_FRONT_L_ATTACKER
ATYPE_TOMB_SPIDER_GLAND_FRONT_R
ATYPE_TOMB_SPIDER_GLAND_FRONT_R_ATTACKER
ATYPE_TOMB_SPIDER_GLAND_REAR_L
ATYPE_TOMB_SPIDER_GLAND_REAR_L_ATTACKER
ATYPE_TOMB_SPIDER_GLAND_REAR_R
ATYPE_TOMB_SPIDER_GLAND_REAR_R_ATTACKER
ATYPE_TOMB_SPIDER_VITAL_SPOT_C
ATYPE_TOMB_SPIDER_VITAL_SPOT_L
ATYPE_TOMB_SPIDER_VITAL_SPOT_R
ATYPE_TOMB_SPIDER_COCOON
ATYPE_SAND_GOLEM_BLOCK
ATYPE_SAND_GOLEM
ATYPE_KOOPA_ATTACK
ATYPE_KOOPA_FIRE
ATYPE_KOOPA_BALL
ATYPE_ENEMY_END
ATYPE_MAPOBJ_START
ATYPE_MAP_OBJ
ATYPE_MAP_OBJ_SIMPLE
ATYPE_MAP_OBJ_MOVE_COLLISION
ATYPE_CLIP_FIELD_MAP_PARTS
ATYPE_COIN
ATYPE_COIN_RED
ATYPE_STAR_PIECE
ATYPE_KINOKO_ONEUP
ATYPE_COINTHROW
ATYPE_SWITCH
ATYPE_MORPH_ITEM
ATYPE_GOLF_CUP
ATYPE_BREAKABLE_CAGE
ATYPE_BEE_FLOWER
ATYPE_KILLER_TARGET_MAPOBJ
ATYPE_PUNCH_BOX
ATYPE_WATER_BAZOOKA_CAPSULE
ATYPE_ICEJUMP_WALL
ATYPE_KEY_SWITCH_AVOID
ATYPE_KAMECK_BARRIER
ATYPE_KOOPA_PUSH
ATYPE_KOOPA_RECEIVER
ATYPE_KOOPA_DAMAGE_PLATE
ATYPE_KOOPA_COIN_PLATE
ATYPE_KOOPA_PLATE
ATYPE_MAPOBJ_END
ATYPE_AUTO_RUSH_OBJ_START
ATYPE_BINDER
ATYPE_TRANSFERABLE_BINDER
ATYPE_PRIOR_BINDER
ATYPE_SPIN_DRIVER_BIND
ATYPE_SPIN_CANNON_BIND
ATYPE_SPHERE_PLAYER_BIND
ATYPE_POWER_STAR_BIND
ATYPE_G_CAPTURE_BIND
ATYPE_SPRING_ATTACKER_BIND
ATYPE_WATER_PRESSURE_BULLET_BIND
ATYPE_MARIO_LAUNCHER_BIND
ATYPE_QUESTION_COIN_BIND
ATYPE_SCENARIO_STARTER_BIND
ATYPE_AUTO_RUSH_OBJ_END
ATYPE_RUSH_OBJ_START
ATYPE_RUSH_ENEMY
ATYPE_COCO_NUT_BIND
ATYPE_TURNIP_BIND
ATYPE_SWITCH_BIND
ATYPE_RUSH_OBJ_END
ATYPE_PRESS_OBJ_START
ATYPE_MAP_OBJ_PRESS
ATYPE_PRESS_OBJ_END
ATYPE_SPHERE_MOVER_OBJ_START
ATYPE_JUMP_HOLE
ATYPE_SPHERE_DASH
ATYPE_BALL_RAIL
ATYPE_SPHERE_MOVER_OBJ_END
ATYPE_SPECIAL_START
ATYPE_SYSTEM_SENSOR
ATYPE_EYE
ATYPE_PUSH
ATYPE_DEMO
ATYPE_SWITCH_MESSENGER
ATYPE_MESSAGE_SENSOR
ATYPE_RECEIVER
ATYPE_SPECIAL_END
ATYPE_LAST
</pre>
''actortypestring.bin'' (likely originally ''ActorTypeString.bin'') is similar to ActorMsgString.bin. It contains names for [[actor types]], which are normally only seen as integers in the game's code.
The following likely relevant functions are mentioned in the Develop symbol maps:
<pre>
005d36c0 000008 805da880 005d6a60 4 getActorTypeString__12MessageDebugFUl System.a MessageDebug.o
006b0114 000034 806b72d4 006b34b4 4 actTypeToString__2MRFUl Util.a DebugUtil.o
</pre>
As is easily inferred from their names, these functions likely take an actor type number and return its name from ActorTypeString.bin.
=== KanjiFontNW4R.szs ===
[[File:KanjiFontNW4R.png]]
''kanjifontnw4r.szs'' (likely originally ''KanjiFontNW4R.szs'') is a [[BRFNT]] file. Presumably, it was used to render debug text.
''Kanji'' is one of the three alphabets of Japanese (the native language of the developers). There are about 2,000 characters in Kanji; this large number is due to each character representing an entire word. Therefore, this file was so named as the majority of the characters within are Kanji.
The following likely relevant functions are mentioned in the Develop symbol maps:
<pre>
005bf348 000080 805c6508 005c26e8 4 getKanjiFontNW4R__15GameSystemDebugCFv System.a GameSystemDebug.o
0067fedc 00000c 8068709c 0068327c 4 getKanjiFontNW4R__2MRFv Util.a SystemUtil.o
</pre>
=== LuigiConst.h ===
<pre>
#include "StaticAssert.h"
struct marioConstTable
{
// @start "ジャンプ"
// @label "ジャンプ関係"
// @label "1st[0],2nd[1],3rd[2],miss[3],turn[4],squat[5],back[6],wall[7],tornado/force[8]"
f32 mJumpHeight[9]; // @ 0.000000,100.000000,"跳躍高さ",22.000000,26.000000,34.710000,24.000000,32.000000,15.000000,32.000000,22.000000,1.000000
// @label "1st[0],2nd[1],3rd[2],miss[3],turn[4],squat[5],back[6],wall[7],tornado[8],force[9],slipup[10],heli[11]"
f32 mGravityJumping[12]; // @ 0.000000,100.000000,"跳躍重力",1.600000,1.600000,1.600000,1.600000,1.600000,0.900000,1.600000,2.000000,0.350000,0.900000,1.600000,0.400000
f32 mGravityAirWalk; // @ 0.000000,100.000000,"ふんばり重力",0.100000
f32 mGravityRatioA; // @ 0.000000,100.000000,"上昇中Aボタン重力緩和",0.500000
f32 mJumpFrontSpeed; // @ 0.000000,100.000000,"跳躍時前方速度補正",12.500000
f32 mJumpTornadoSpeed; // @ 0.000000,100.000000,"トルネード時前方速度補正",5.000000
f32 mDropFrontSpeed; // @ 0.000000,100.000000,"落下時前方速度補正",30.000000
s16 mJumpConnectTime; // @ 0,120,"コンボ継続猶予",7
f32 mJumpConnectSpeed; // @ 0.000000,1.000000,"コンボ継続速度",0.600000
f32 mSquatJumpFrontSpeed; // @ 0.000000,100.000000,"幅跳び前方速度",16.500000
f32 mSquatJumpBackSpeed; // @ 0.000000,100.000000,"バック宙後方速度",5.000000
f32 mTurnJumpFrontSpeed; // @ 0.000000,100.000000,"ターンジャンプ時後方速度",5.000000
// @label "通常[0], 特殊[1],特殊[2],ヘリ[3],ハチ[4]"
f32 mMaxDropSpeed[5]; // @ 0.000000,100.000000,"空中落下最高速度",35.000000,20.000000,5.000000,6.000000,15.000000
s16 mGrReductionDropTimer; // @ 0,120,"落下後何フレーム目からAホールドによる重力減衰するか",30
s16 mDropWaitTime; // @ 0,60,"即落下防止タイマ",5
f32 mJumpFrontReduction; // @ 0.000000,1.000000,"ジャンプ前方自然減速率",0.980000
s16 mJumpFrontReductionBeginTime; // @ 0,300,"ジャンプ前方自然減速開始タイム",15
f32 mSquatJumpFrontReduction; // @ 0.000000,1.000000,"幅跳び専用前方自然減速率",0.990000
s16 mSquatJumpFrontReductionBTime; // @ 0,300,"幅跳び専用前方自然減速開始タイム",30
f32 mMudFloorJumpWeakRatio; // @ 0.000000,1.000000,"泥(ブレーキ)床からのジャンプ高さ低減",0.500000
// @start "ヒップドロップ"
f32 mGravityHipDrop; // @ 0.000000,100.000000,"尻ドロップ重力",12.000000
f32 mLimitSpeedHipDrop; // @ 0.100000,500.000000,"尻ドロップ最大速度",150.000000
f32 mHipDropLimitHeight; // @ 0.000000,500.000000,"尻ドロップ制限高度",100.000000
u16 mHipDropZeroGrTime; // @ 0,120,"尻ドロップ後静止時間",2
s16 mHipDropLimitTimerAfterTornado; // @ 0,120,"トルネード発動直後の尻ドロップ抑制時間",15
// @end
// @start "スリップアップ"
s16 mSlipUpSpdCtrlTimer; // @ 0,120,"速度調整時間",8
f32 mSlipUpSpdRatio; // @ 0.000000,1.000000,"速度低下比率",0.900000
f32 mSlipUpHeight; // @ 0.000000,100.000000,"スリップアップ高さ",16.000000
f32 mSlipUpFront; // @ 0.000000,100.000000,"スリップアップ前方速度",8.000000
f32 mSlipUpFrontWeak; // @ 0.000000,100.000000,"弱スリップアップ前方速度",3.000000
f32 mSlipUpHeightHang; // @ 0.000000,100.000000,"つかまりスリップアップ高さ",12.000000
f32 mSlipUpFrontHang; // @ 0.000000,100.000000,"つかまりスリップアップ前方速度",5.000000
f32 mSlipUpContinueHeight; // @ 0.000000,500.000000,"連続スリップアップで上れる高さ",150.000000
// @end
// @start "空中歩行"
u16 mAirWalkTime; // @ 0,1200,"空中歩行可能時間(Fr.)",180
f32 mAirWalkTimerFact1; // @ 0.000000,60.000000,"空中歩行調整1(加速)",3.000000
s16 mAirWalkTimerFact2; // @ 0,1000,"空中歩行調整2(時間影響)",300
f32 mAirWalkTimerFact3; // @ 0.000000,1.000000,"空中歩行落下時調整",0.150000
f32 mMaxJumpSpeed; // @ 0.000000,300.000000,"空中XZ最高速度",32.000000
f32 mAirWalkBackBonus; // @ 0.500000,8.000000,"後方強化",1.300000
f32 mAirWalkSpeedKiller; // @ 0.000000,1.000000,"後方歩行時減速度",0.100000
f32 mMaxBackJumpSpeed; // @ 0.000000,100.000000,"空中後方XZ最高速度",10.000000
f32 mAirWalkBonus; // @ 0.000000,10.000000,"ふんばり空中歩行調整1(加速)",3.000000
// @label "★以下二つは、真上・前方ジャンプ後の後方引き戻しに影響します"
s16 mBackJumpLimitFrame; // @ 0,300,"ジャンプ後のバックリミットタイム",60
f32 mBackJumpRatio; // @ 0.000000,10.000000,"ジャンプ後のバック力比率",3.000000
s16 mWaitNeutralTimer; // @ 0,300,"ニュートラル待ちタイマ",15
// @end
// @start "着地"
f32 mHardLandingHeight; // @ 0.000000,5000.000000,"シビレ着地高度",2500.000000
u16 mHardLandStunTimer; // @ 0,180,"シビレ時間",60
// @end
// @start "コードジャンプ"
// @label "弱、中、強、 Normal"
f32 mCodeJumpPower[4]; // @ 0.000000,100.000000,"ポリゴンコードジャンプ強さ",30.000000,60.000000,100.000000,30.000000
// @end
// @start "踏みつけ反動"
f32 mTrampleNormal; // @ 0.000000,100.000000,"敵踏みつけ反動(無入力)",19.000000
f32 mTrampleLong; // @ 0.000000,100.000000,"Aボタン入力時の加算量",6.000000
f32 mTrampleNormalTaco; // @ 0.000000,100.000000,"(タコ)敵踏みつけ反動",28.000000
f32 mTrampleBegoma; // @ 0.000000,100.000000,"ベーゴマ踏みつけ反動",40.000000
f32 mTrampleBegomaRotRise; // @ 0.000000,3.000000,"ヘリジャンプ回転(上昇中)",0.600000
f32 mTrampleBegomaRotFall; // @ 0.000000,3.000000,"ヘリジャンプ回転(下降中)",0.250000
u16 mTrampleBegomaOpenTime; // @ 0,300,"ヘリジャンプ減速開始時間",12
// @end
// @start "上方アタック反動"
f32 mDropUnderPowerMin; // @ 0.000000,100.000000,"跳ね返り力最小",10.000000
f32 mDropUnderPowerMax; // @ 0.000000,100.000000,"跳ね返り力最大",20.000000
// @end
// @start "メッセージジャンプ"
f32 mMsgJumpGroundPowerXZ; // @ 0.000000,100.000000,"接地時横方向ジャンプ速度",10.000000
f32 mMsgJumpGroundPowerY; // @ 0.000000,100.000000,"接地時タテ方向ジャンプ速度",20.000000
f32 mMsgJumpAirPower; // @ 0.000000,100.000000,"空中時ジャンプ速度",15.000000
f32 mBilliardJumpExtra; // @ 0.000000,10.000000,"ビリヤードジャンプの加算速度",5.000000
// @end
// @start "先行ジャンプ入力"
s16 mFutureJumpReqLimitTime; // @ 0,30,"先行ジャンプ入力可能な猶予フレーム",4
// @end
// @start "ワープポッドジャンプ"
f32 mWarpPodJumpX; // @ 0.000000,100.000000,"ワープポッドからの脱出X速度",20.000000
f32 mWarpPodJumpY; // @ 0.000000,100.000000,"ワープポッドからの脱出Y速度",30.000000
// @end
// @end
// @start "ダメージ"
// @start "中ダメージ"
f32 mJumpHeightDamage; // @ 0.000000,100.000000,"飛び上がり高さ",15.000000
f32 mJumpDistDamage; // @ 0.000000,100.000000,"飛ばされ速度",9.000000
f32 mGravityDamage; // @ 0.000000,100.000000,"重力",1.000000
// @end
// @start "大ダメージ"
f32 mJumpHeightLargeDamage; // @ 0.000000,100.000000,"飛び上がり高さ(加算)",25.000000
f32 mJumpDistLargeDamage; // @ 0.000000,100.000000,"飛ばされ速度",20.000000
// @end
// @start "小ダメージ"
f32 mSlideDistFaint; // @ 0.000000,100.000000,"よろけ速度",15.000000
s16 mFaintTimer1; // @ 1,120,"拘束時間",15
s16 mFaintTimer2; // @ 1,120,"キャンセル時間",15
f32 mFaintFriction1; // @ 0.000000,1.000000,"拘束中摩擦",0.900000
f32 mFaintFriction2; // @ 0.000000,1.000000,"キャンセル中摩擦",0.900000
// @end
// @start "はねとばされ"
f32 mSlideDistFlip; // @ 0.000000,100.000000,"よろけ速度",15.000000
f32 mSlideDistFlipSpin; // @ 0.000000,100.000000,"よろけ速度(スピン時)",7.500000
s16 mFlipTimer1; // @ 1,120,"拘束時間",15
s16 mFlipTimer2; // @ 1,120,"キャンセル時間",15
f32 mFlipFriction1; // @ 0.000000,1.000000,"拘束中摩擦",0.980000
f32 mFlipFriction2; // @ 0.000000,1.000000,"キャンセル中摩擦",0.970000
f32 mFlipFriction3; // @ 0.000000,1.000000,"能動ブレーキ摩擦",0.600000
// @end
// @start "炎[ラン]ダメージ"
u16 mFireRunTimer1; // @ 1,120,"炎をくらってから走りはじめるまでの間",40
u16 mFireRunTimer2; // @ 1,120,"炎をくらってから全速で走っている時間",30
u16 mFireRunTimer3; // @ 1,120,"減速時間",15
f32 mFireRunSpeed; // @ 0.000000,100.000000,"ラン速度",16.000000
f32 mFireRunTurnRatio; // @ 0.000000,1.000000,"方向転換速度",0.100000
f32 mFireRunGravity; // @ 0.000000,10.000000,"空中ヒット時の着地重力",5.000000
f32 mFireRunFirstJump; // @ 0.000000,100.000000,"投げ上げ速度",50.000000
// @end
// @start "炎[舞踏]ダメージ"
f32 mFireDanceTurnRatio; // @ 0.000000,1.000000,"方向転換速度",0.200000
f32 mFireDanceGravityRise; // @ 0.000000,10.000000,"重力UP",1.000000
f32 mFireDanceGravityDrop; // @ 0.000000,10.000000,"重力DOWN",0.750000
f32 mFireDanceFirstJump; // @ 0.000000,100.000000,"投げ上げ速度",40.000000
f32 mFireDanceSecondJump; // @ 0.000000,100.000000,"投げ上げ速度",20.000000
f32 mFireDanceMoveSpeed; // @ 0.000000,100.000000,"ヨコ移動速度",10.000000
f32 mFireDanceMoveAcc; // @ 0.000000,100.000000,"ヨコ移動加速度",0.500000
// @end
// @start "ブラックホール"
f32 mBlackHoleRadiusRatio; // @ 0.000000,1.000000,"半径引き寄せ率",0.992000
f32 mBlackHoleScaleSpeed; // @ 0.000000,0.100000,"スケール縮小率/fr",0.002000
f32 mBlackHoleScaleLimit; // @ 0.000000,1.000000,"スケール最小値",0.700000
f32 mBlackHoleRotateSpeed; // @ 0.000000,0.100000,"回転加速アングル/fr",0.001800
f32 mBlackHoleRotateLimit; // @ 0.000000,3.140000,"回転最大アングル/fr",0.700000
f32 mBlackHoleFirstRadius; // @ 0.000000,2.000000,"初期半径率",1.000000
u16 mBlackHoleHideTime; // @ 0,300,"マリオが姿を消すフレーム",165
// @end
// @start "水上・水中ダメージ"
u16 mWaterInnerFaintTime; // @ 1,200,"水上/水中 小ダメージ 飛ばされ時間",60
f32 mSwimFaintSpeed; // @ 0.000000,100.000000,"水上/水中 小ダメージ 速度",10.000000
u16 mWaterInnerDamageTime; // @ 1,200,"水中 中ダメージ 飛ばされ時間",60
f32 mSwimDamageSpeed; // @ 0.000000,100.000000,"水中 中ダメージ 速度",10.000000
f32 mSwimSurfaceDamageSpeed; // @ 0.000000,100.000000,"水上 中ダメージ 速度",5.000000
f32 mWaterSurfaceDamageJump; // @ 0.000000,50.000000,"水上 中ダメージ 飛び上がり量",26.000000
// @label "魚骨ボス専用"
u16 mSwimDamageTimerEx1; // @ 0,100,"ボス1ダメージ 時間",90
f32 mSwimDamageSpeedEx1; // @ 0.000000,100.000000,"ボス1ダメージ 速度",35.000000
// @end
// @start "ファウンテン"
f32 mJumpHeightFlow; // @ 0.000000,100.000000,"飛び上がり高さ",18.000000
f32 mJumpDistFlow; // @ 0.000000,100.000000,"飛ばされ速度",2.000000
f32 mGravityFlow; // @ 0.000000,100.000000,"重力",0.300000
// @end
// @end
// @start "走歩行"
// @label "移動関係"
f32 mFlatAngle; // @ 10.000000,90.000000,"水平歩行可能な(上限)角度",45.000000
f32 mSlipAngle; // @ 1.000000,90.000000,"滑り可能な(上限)角度",60.000000
f32 mForceWallAngle; // @ 1.000000,90.000000,"壁プッシュ/絶対立てない角度",85.000000
f32 mDebugMoveSpeed; // @ 0.000000,500.000000,"デバッグ移動速度",120.000000
f32 mWalkSpeed; // @ 0.000000,100.000000,"歩行速度",15.000000
// f32 mInertiaStandard; // @ 0.000000,1.000000,"歩行慣性",0.800000
f32 mInertiaStandardStop; // @ 0.000000,1.000000,"歩行慣性(停止)",0.990000
f32 mInertiaStandardMax; // @ 0.000000,1.000000,"歩行慣性(高速)",0.920000
f32 mInertiaBdash; // @ 0.000000,1.000000,"Bダッシュ慣性",0.980000
f32 mInertiaBdashAfter; // @ 0.000000,1.000000,"Bダッシュ余韻慣性",0.992000
f32 mInertiaStop; // @ 0.000000,1.000000,"停止慣性",0.950000
f32 mInertiaSquat; // @ 0.000000,1.000000,"しゃがみ慣性",0.970000
f32 mInertiaTurnSlip; // @ 0.000000,1.000000,"ターン滑り慣性",0.980000
f32 mInertiaTurning; // @ 0.000000,1.000000,"ターン中慣性",0.900000
f32 mInertiaJumpFinish; // @ 0.000000,1.000000,"ジャンプ終了慣性",0.800000
f32 mInertiaReflectSlip; // @ 0.000000,1.000000,"反射時の慣性",1.000000
f32 mInertiaStartSpin; // @ 0.000000,1.000000,"停止急発進慣性",0.950000
f32 mInertiaOverSpeed; // @ 0.000000,1.000000,"最高速度越え時の減速慣性",0.800000
f32 mTurnAngleSpeed; // @ 0.000000,3.141600,"ターン角速度",0.900000
f32 mTurnAngleSpeed2; // @ 0.000000,3.141600,"ターン角速度(ラン中)",0.150000
f32 mTurnAngleSpeed3; // @ 0.000000,3.141600,"ターン角速度(滑り中)",0.100000
f32 mTurnAngleSpeedSlowWalk; // @ 0.000000,3.141600,"ターン角速度(低速歩行中)",0.040000
f32 mGravityStandard; // @ 0.000000,100.000000,"標準重力係数",30.000000
f32 mGravityGrounding; // @ 0.000000,100.000000,"接地重力係数",20.000000
f32 mDashMultiply; // @ 0.000000,4.000000,"メタルダッシュ倍率",2.000000
f32 mCameraAngleLimit; // @ 0.000000,1.000000,"球状地形移動制限",0.050000
u16 mStartSpinTime; // @ 0,120,"開始ダッシュスリップ時間",30
u16 mDashAfterTime; // @ 0,120,"Bダッシュ余韻時間",40
u16 mAutoBdashTime; // @ 0,10000,"振りBダッシュ継続時間",10000
u16 mSlowStartTime; // @ 0,120,"停止状態からの速度制限時間",20
f32 mStartSpinAnimeRatio; // @ 0.000000,3.000000,"空転アニメーション倍率",1.250000
f32 mSlopeAnimeRatio; // @ 0.000000,2.000000,"坂のぼりアニメ倍率(通常)",0.500000
f32 mSlopeSpinAnimeRatio; // @ 0.000000,3.000000,"坂がんばりアニメ倍率",0.750000
f32 mItemDashRatio; // @ 1.000000,3.000000,"アイテムダッシュ速度倍率",1.500000
u16 mItemDashTimer; // @ 1,600,"アイテムダッシュ時間",180
// @start "氷上"
f32 mInertiaIceStandardStop; // @ 0.000000,1.000000,"低速時慣性",0.985000
f32 mInertiaIceStandardMax; // @ 0.000000,1.000000,"高速時慣性",0.995000
f32 mInertiaIceStartSpin; // @ 0.000000,1.000000,"滑り出し慣性",0.980000
f32 mInertiaIceStop; // @ 0.000000,1.000000,"減速時慣性",0.992000
f32 mInertiaIceTurn; // @ 0.000000,1.000000,"氷上ターン速度",0.200000
// @end
// @start "滑り床上"
f32 mInertiaSlipStandardStop; // @ 0.000000,1.000000,"低速時慣性",0.980000
f32 mInertiaSlipStandardMax; // @ 0.000000,1.000000,"高速時慣性",0.990000
f32 mInertiaSlipStartSpin; // @ 0.000000,1.000000,"滑り出し慣性",0.985000
f32 mInertiaSlipStop; // @ 0.000000,1.000000,"減速時慣性",0.980000
f32 mInertiaSlipTurn; // @ 0.000000,1.000000,"ターン時慣性",0.980000
// f32 mInertiaSlipTurn; // @ 0.0,1.0,"氷上ターン速度",0.2
// @end
// @start "ターンとスリップとブレーキ"
f32 mTurnSlipAngle; // @ 0.000000,3.141600,"ターンアングル",2.600000
u16 mTurnReadyTime; // @ 0,30,"ターン入力待ちタイム",20
f32 mTurnSlipNeutral; // @ 0.000000,1.000000,"ターンニュートラル値",0.700000
f32 mSlipSpeed; // @ 0.000000,2.000000,"ターンスリップ可能最低速度",0.250000
f32 mFastTurnSpeed; // @ 0.000000,3.141600,"高速ターン可能最高速度",0.100000
s16 mTurnSlipTime; // @ 0,120,"ターン中静止タイム(通常床)",6
s16 mTurnSlipTimeB; // @ 0,120,"ターン中静止タイム(滑り床)",60
s16 mTurnJumpInhibitTime; // @ 0,60,"ターンジャンプ阻止タイム",0
f32 mLandTurnHeight; // @ 0.000000,200.000000,"着地ターン先行入力可能高度",120.000000
f32 mInertiaBrake; // @ 0.000000,1.000000,"ブレーキ慣性",0.950000
u16 mStandingTurnTime; // @ 0,120,"静止ターン時間",10
u16 mWeakTurnTime; // @ 0,120,"ラン中弱ターン補正時間",15
u16 mBrakeFirstTimer; // @ 0,120,"ラン状態からのブレーキ発動待ち時間",60
u16 mBrakeSecondTimer; // @ 0,120,"ブレーキ発動時間",60
// @end
// @start "スロープ処理"
f32 mSlopeSpeedMax; // @ 0.000000,100.000000,"坂くだり最高速度",22.000000
f32 mSlopeAccel; // @ 0.000000,0.100000,"坂滑り加速度",0.010000
f32 mSlopeSpeedMaxBraking; // @ 0.000000,100.000000,"ブレーキ中最高速度",20.000000
f32 mSlopeFinishInertia; // @ 0.000000,1.000000,"水平面での滑り継続慣性",0.950000
f32 mSlopeCancelInertia; // @ 0.000000,1.000000,"スティック入力時継続慣性",0.940000
f32 mSlopeAnimeFinishSpeed; // @ 0.000000,30.000000,"坂アニメを停止する坂速度(slopevec)",15.000000
f32 mSlopeDashAngleFactor; // @ 1.000000,90.000000,"角度に対する増速比率",20.000000
f32 mSlopeDashSpeedFactor; // @ 0.000000,5.000000,"元速度に対する乗算比率",0.100000
f32 mSlopeDashAccelFactor; // @ 0.000000,100.000000,"加算速度倍率(アニメに影響しない)",50.000000
u16 mSlopeDashAccelTime; // @ 1,300,"最高速度に達するまでの時間",75
f32 mSlopeSideMoveInertia; // @ 0.000000,1.000000,"横方向移動に対する慣性(入力時)",0.950000
f32 mSlopeSideStopInertia; // @ 0.000000,1.000000,"横方向移動に対する慣性(ニュートラル時)",0.980000
f32 mSlopeSideMoveSpeed; // @ 0.000000,50.000000,"横方向移動最高速度",10.000000
f32 mSlopeCurveAssist; // @ 0.000000,1.000000,"坂方向変化時のMAX追従率",0.050000
f32 mSlipMoveTurnAngleRad; // @ 0.000000,1.570000,"スティック移動時の姿勢回転速度/fr[rad]",0.030000
// @end
// @start "段差処理"
f32 mWalkStepHeight; // @ 0.000000,200.000000,"歩いて上れる段差",50.000000
// @end
// @start "アニメ"
// @label "走歩行アニメ"
f32 mTiltRatio; // @ 0.000000,100.000000,"上半身左右傾きレシオ",40.000000
f32 mLookDownRatio; // @ 0.000000,1.000000,"上半身前後傾きレシオ",0.400000
f32 mSpeedStep[3]; // @ 0.000000,2.000000,"歩行アニメ切り替え速度",0.050000,0.750000,0.950000
f32 mMaxAnmSpeedA; // @ 0.000000,20.000000,"Bダッシュ時最高アニメ速度",6.000000
f32 mMinAnmSpeedA; // @ 0.000000,20.000000,"ダッシュ時最低アニメ速度",2.500000
f32 mMaxAnmSpeedB; // @ 0.000000,20.000000,"ラン時最高アニメ速度",4.000000
f32 mMinAnmSpeedB; // @ 0.000000,20.000000,"ラン時最低アニメ速度",2.500000
f32 mMaxAnmSpeedC; // @ 0.000000,20.000000,"歩き時最高アニメ速度",1.330000
f32 mMinAnmSpeedC; // @ 0.000000,20.000000,"歩き時最低アニメ速度",0.670000
f32 mWeightBlendRatio; // @ 0.000000,1.000000,"歩行アニメーションブレンド変化率",0.200000
f32 mMudFloorSlipRatio; // @ 1.000000,10.000000,"泥(ブレーキ)床での空転倍率",2.000000
// @end
// @start "感度"
// @label "感度"
f32 mStickAngleMargin; // @ 0.000000,0.785000,"スティックの上下左右優先補正角度",0.100000
f32 mStickMarginX; // @ 0.000000,0.900000,"Y入力に対するX無感度範囲",0.250000
f32 mStickMarginY; // @ 0.000000,0.900000,"Y入力に対するY無感度範囲",0.200000
f32 mStickMarginYstart; // @ 0.000000,1.000000,"X無感度開始するY最小値",0.500000
f32 mStickMarginXstart; // @ 0.000000,1.000000,"Y無感度開始するX最小値",0.500000
f32 mStickHeavyMinRatio; // @ 0.000000,1.000000,"重ステ 最重レシオ",0.300000
f32 mStickHeavyMinAngle; // @ 0.000000,3.140000,"重ステ 最重レシオアングル",0.785400
f32 mStickHeavyMaxAngle; // @ 0.000000,3.140000,"重ステ 最軽レシオアングル",1.570800
// @end
// @start "しゃがみ歩き"
// @label "しゃがみ歩き"
f32 mSpeedSquatWalkLower; // @ 0.000000,1.000000,"歩き開始できる速度",0.050000
f32 mSquatWalkStep; // @ 0.000000,10.000000,"歩幅",6.000000
f32 mSquatWalkMaxSpeed; // @ 0.000000,1.000000,"最大速度",0.200000
f32 mSquatWalkMinSpeed; // @ 0.000000,1.000000,"最低速度",0.100000
// @end
// @start "風"
f32 mWindSlideLimit; // @ 0.000000,100.000000,"横滑り開始風力",1.000000
f32 mWindSlideFriction; // @ 0.000000,10.000000,"押し戻し滑り摩擦",1.200000
f32 mWindForwardFriction; // @ 0.000000,10.000000,"追い風摩擦",0.500000
f32 mWindSlideFrictionAgainst; // @ 0.000000,10.000000,"向い風摩擦",0.800000
f32 mWindJumpingFriction; // @ 0.000000,10.000000,"空中影響度",0.100000
// @end
// @end
// @start "トルネード"
// @label "トルネード"
u16 mTornadoTime; // @ 0,600,"地上トルネード時間",45
u16 mTornadoTimeAir; // @ 0,600,"空中トルネード時間",150
u16 mAirWalkTimeTornado; // @ 0,1200,"トルネード中のホバリング可能時間",150
u16 mTornadoRestartTime; // @ 0,300,"強制停止後の、再起動までのインターバル",60
f32 mSpinDifferMargin; // @ 0.000000,3.100000,"1フレームに許される最大変化",1.500000
f32 mSpinGoalAngle; // @ 0.000000,15.000000,"どれだけまわしたら発動?",4.500000
s16 mSpinInputLimitTime; // @ 1,120,"入力受付フレーム",25
s16 mSpinTime; // @ 1,1000,"トルネード発動フレーム",120
f32 mSpinSpeed; // @ 0.000000,3.140000,"回転標準速度",1.800000
f32 mSpinWalkRatio; // @ 1.000000,3.000000,"歩行速度による回転速度オフセット掛率",1.100000
f32 mSpinJumpRatio; // @ 1.000000,3.000000,"ジャンプによる回転速度掛率",1.300000
f32 mSpinWallReboundSpeed; // @ 1.000000,100.000000,"スピンJ中壁ヒット反射速度",2.000000
u16 mSpinFinishTime; // @ 0,120,"速度を落とし始める残り時間",49
f32 mSpinFinishRate; // @ 0.000000,2.000000,"終了前、速度の落ち具合",0.200000
f32 mTornadoMultiply; // @ 0.000000,4.000000,"トルネード中移動最高速度倍率",0.500000
f32 mTurnAngleSpeedTornado; // @ 0.000000,3.141600,"トルネード中ターン角速度",0.100000
f32 mInertiaTornadoAccel; // @ 0.000000,1.000000,"加速トルネード慣性",0.900000
f32 mInertiaTornadoBrake; // @ 0.000000,1.000000,"減速トルネード慣性",0.960000
u16 mTornadoChargeTime; // @ 2,300,"チャージに要する時間",60
u16 mTornadoChargeUpTime; // @ 1,1200,"チャージ有効時間",300
u16 mTornadoZeroGravityTimer; // @ 0,120,"トルネード0G時間",0
f32 mTornadoBoostPower; // @ 0.000000,100.000000,"ブースター初速",0.000100
f32 mTornadoBoostAttn; // @ 0.000000,2.000000,"ブースター加減速",1.532000
u16 mTornadoBoostTimer; // @ 0,120,"ブースター時間",28
f32 mTornadoBoostAttnMini; // @ 0.000000,2.000000,"miniブースター加減速",1.600000
u16 mTornadoBoostTimerMini; // @ 0,120,"miniブースター時間",25
// @label "トルネード傾き処理"
f32 mTornadoTiltCancel; // @ 0.000000,1.000000,"ニュートラルに戻る速度",0.960000
f32 mTornadoTiltAngle; // @ 0.000000,1.000000,"傾き具合",0.330000
f32 mTornadoTiltSpeed; // @ 0.000000,1.000000,"傾く速度",0.018000
f32 mTornadoTiltOffSpeed; // @ 0.000000,1.000000,"非トルネード時に戻す速度",0.100000
f32 mTornadoTiltNear; // @ 0.000000,1.000000,"方向転換時の戻り具合",0.400000
// @label "トルネード反射処理"
u16 mTornadoReflectTimer; // @ 0,120,"壁反射時の0慣性タイマー",30
f32 mTornadoReflectSpeed; // @ 0.000000,1.000000,"壁反射時の強制速度",1.000000
// @label "スピン(ミニトルネード)"
u16 mAirWalkTimeSpin; // @ 0,1200,"スピン(ミニトルネード)中のホバリング可能時間",24
f32 mSpinCoinPullRadius; // @ 0.000000,1000.000000,"スピン中のコイン引き寄せ半径",600.000000
f32 mCoinPullAngleSpeedRatio; // @ 0.000000,1000.000000,"スピン中のコイン回転速度倍率",0.750000
f32 mCoinPullDistSpeedRatio; // @ 0.000000,1000.000000,"スピン中のコイン引き寄せ速度倍率",0.750000
u16 mSpinJumpCount; // @ 1,8,"スピン回数",2
u16 mSpinIntervalTime; // @ 0,500,"スピン終了後の禁止タイマ",45
f32 mSpinJumpHeight; // @ 0.000000,100.000000,"スピンジャンプ 到達高度",12.35000
f32 mSpinJumpGravity; // @ 0.000000,10.000000,"スピンジャンプ 重力 ",0.450000
// @end
// @start "かべ"
f32 mWallStickGrHeight; // @ 0.000000,1000.000000,"くっつける最低下方高さ",100.000000
f32 mWallStickFrHeight; // @ 0.000000,1000.000000,"くっつける最低上方高さ",50.000000
f32 mWallStickStepHeight; // @ 0.000000,1000.000000,"くっつける最低段差高低差",325.000000
f32 mWallDropSpeedStop; // @ 0.000000,100.000000,"つかまり中の落下速度",4.000000
f32 mWallDropSpeedNormal; // @ 0.000000,100.000000,"すべり中の落下速度",14.000000
f32 mWallJumpPowerXZ; // @ 0.000000,100.000000,"壁ジャンプXZ",13.000000
f32 mWallJumpPowerY; // @ 0.000000,100.000000,"壁ジャンプY速度",30.000000
f32 mWallBackJumpPowerXZ; // @ 0.000000,100.000000,"後壁ジャンプXZ",6.000000
f32 mWallBackJumpPowerY; // @ 0.000000,100.000000,"後壁ジャンプY速度",10.000000
s16 mWallStickTime; // @ 1,120,"壁にくっついて静止できる時間",15
s16 mWallStickTimeIce; // @ 1,180,"壁にくっついて静止できる時間(アイス壁)",60
s16 mWallReleaseTime; // @ 1,300,"無入力で滑っている時間",180
f32 mWallSideMoveRatio; // @ 0.000000,1.000000,"壁ヨコ移動の減衰率(1/n:n[fr]で0になる)",0.003000
f32 mJumpHeightBlown; // @ 0.000000,100.000000,"壁ヒット飛上り高さ",10.000000
f32 mGravityBlown; // @ 0.000000,100.000000,"壁ヒット落下重力",1.000000
f32 mWallHangGrHeight; // @ 0.000000,1000.000000,"角につかまれる最低下方高さ",225.000000
f32 mWallHangMyHeight; // @ 0.000000,1000.000000,"角までの最大距離",150.000000
s16 mHangBlendTime; // @ 0,120,"角つかまり時ブレンドタイム",10
f32 mWallPushAngleRange; // @ 0.000000,45.000000,"壁プッシュ(開始)許容アングル",20.000000
f32 mWallFrontAngleRange; // @ 0.000000,1.000000,"前方壁とみなすハーフアングル",0.500000
f32 mWallBackAngleRange; // @ 0.000000,1.000000,"後方壁とみなすハーフアングル",0.707000
f32 mWallStickCancelAngle; // @ -1.000000,1.000000,"前回くっついた壁との必要な角度差",0.100000
f32 mWallBackHangStickPower; // @ 0.000000,1.000000,"背面つかまり時のスティック最大許容入力",0.800000
f32 mWallBackHangWalkSpeed; // @ 0.000000,1.000000,"背面つかまり時の最大許容歩行速度",0.500000
f32 mWallTriJumpMargin; // @ 0.000000,1.000000,"三角飛びよりも壁法線を優先する角度差(cos)",0.996000
f32 mWallSpinFlipGround; // @ 0.000000,20.000000,"地上スピン衝突時弾き横速度",5.000000
f32 mWallSpinHopGround; // @ 0.000000,20.000000,"地上スピン衝突時弾き縦速度",12.000000
f32 mWallSpinFlipAirRatio; // @ 0.000000,2.000000,"空中スピン衝突時補正(乗算)",0.750000
// @end
// @start "クラップ"
u16 mClapCoinTime; // @ 1,30,"コイン1個あたりのウエイトタイム",6
f32 mClapCoinPullRate; // @ 0.000000,1.000000,"引き寄せ率",0.330000
f32 mClapJumpBonusRising; // @ 0.000000,100.000000,"上昇中ボーナスホップ",10.000000
f32 mClapJumpBonusFalling; // @ 0.000000,100.000000,"落下中ボーナスホップ",15.000000
f32 mHopLimit; // @ 0.000000,1000.000000,"ホップ加算リミット速度",10.000000
// @end
// @start "水泳"
f32 mSwimFrontAcc; // @ 0.000000,10.000000,"連打加速",4.000000
f32 mSwimFrontMaxSpeed; // @ 0.000000,100.000000,"連打最高速",11.500000
f32 mSwimFrontSpinSpeed; // @ 0.000000,100.000000,"スピン最高速",70.000000
f32 mSwimFrontNormalSpeed; // @ 0.000000,100.000000,"押し中定速",7.500000
// f32 mSwimFrontOnWaterAcc; // @ 0.00000,10.0, "連打加速", 5.0
f32 mSwimFrontOnWaterSpeed; // @ 0.000000,10.000000,"水上泳ぎ速度",7.500000
f32 mSwimFrontJetSpeed; // @ 0.000000,100.000000,"ジェット速度(赤い奴)",18.000000
f32 mSwimFrontJetSpeedSlow; // @ 0.000000,100.000000,"ジェット速度(量産型)",14.000000
f32 mSwimAccRatio; // @ 0.010000,10.000000,"(水中)ひと掻きテーブル倍率",1.500000
f32 mSwimAccMinRatio; // @ 0.000000,1.000000,"(水中)ひと掻き最小加速度倍率",0.100000
f32 mSwimFrontIne; // @ 0.000000,1.000000,"定速加速慣性",0.985000
f32 mSwimStopIne; // @ 0.000000,1.000000,"減速慣性(水中)",0.992000
f32 mSwimStopIneSurface; // @ 0.000000,1.000000,"減速慣性(水面)",0.980000
f32 mSwimRotSpeedX; // @ 0.000000,3.000000,"ピッチ回転最高速",0.040000
f32 mSwimRotSpeedZ; // @ 0.000000,3.000000,"旋回最高速",0.012000
f32 mSwimRotSpeedZStop; // @ 0.000000,10.000000,"静止中旋回速度",2.000000
f32 mSwimRotXIne; // @ 0.000000,1.000000,"ピッチ回転慣性",0.500000
f32 mSwimRotZIne; // @ 0.000000,1.000000,"旋回慣性",0.600000
f32 mSwimRotXIneT; // @ 0.000000,1.000000,"(with亀・水中)ピッチ回転慣性",0.500000
f32 mSwimRotZIneT; // @ 0.000000,1.000000,"(with亀・水中)旋回慣性",0.600000
f32 mSwimUpAcc; // @ 0.000000,100.000000,"浮力",0.100000
f32 mSwimUpMaxSpeed; // @ 0.000000,100.000000,"浮上最高速度",1.000000
f32 mWeightBlendRatioSwim; // @ 0.000000,1.000000,"水泳アニメブレンド変化率",0.040000
f32 mWeightBlendRatioSwimB; // @ 0.000000,1.000000,"水泳アニメブレンド変化率(バタ足)",0.200000
f32 mSwimFreeXback; // @ 0.000000,1.000000,"手放し時の戻り力(下〜横)",0.100000
f32 mSwimFreeXback2; // @ 0.000000,1.000000,"手放し時の戻り力(横〜上)",0.040000
f32 mSwimSpdYratio; // @ 0.000000,1.000000,"Y速度の圧力抵抗率",1.000000
f32 mSwimRotSpeedRatioSurface; // @ 0.000000,3.000000,"水上での旋回速度倍率",1.000000
u16 mJumpSinkTimer; // @ 0,120,"ジャンプ落下による浮力無視タイマ",12
u16 mJumpDamageSinkTimer; // @ 0,120,"ダメージ落下による浮力無視タイマ",40
f32 mSwimToWalkSpd; // @ 1.000000,100.000000,"速度を走行速度に引き継ぐ",10.000000
u16 mWaterDecInterval; // @ 1,300,"(酸素切れ後に)何フレームに一個ライフを減らすか",180
u16 mWaterDecSpinAcc; // @ 0,10,"スピンによる余分な酸素消費",0
u16 mOxygenMax; // @ 1,10000,"最大酸素容量(フレーム)",3600
// @start "カメさん"
f32 mSwimXJetRotRatio; // @ 0.000000,1.000000,"カメ中のピッチ旋回レシオ",0.400000
f32 mSwimXJetRotRatioRed; // @ 0.000000,1.000000,"カメ中のピッチ旋回レシオ【赤】",0.350000
f32 mTurboReductionStream; // @ 0.000000,1.000000,"カメ中の、水流減速率",0.500000
f32 mTurboReductionHitWall; // @ 0.000000,1.000000,"カメ中の、壁ヒット減速",0.100000
f32 mTurboReductionHitFloor; // @ 0.000000,1.000000,"カメ中の、床ヒット減速",0.995000
u16 mSwimJetPeriod1; // @ 0,3000,"亀・初期ダッシュ期間",180
u16 mSwimJetPeriod2; // @ 1,5000,"亀・減速終了期間",600
f32 mSwimJetPeriod1Ratio; // @ 1.000000,5000.000000,"亀・ダッシュ倍率",2.000000
f32 mSwimJetPeriod3Ratio; // @ 1.000000,5000.000000,"亀・最減速倍率",0.500000
// @end
// @start "Z沈降"
f32 mZsinkAngleX; // @ 0.000000,3.140000,"潜り角度",3.100000
u16 mZsinkMoveTimer; // @ 0,120,"浮力影響を受けないタイマ",15
u16 mZsinkSinkTimer; // @ 0,120,"固定沈降タイマ",50
u16 mZsinkStartTimer; // @ 0,120,"沈降開始フレーム",35
f32 mZsinkFrontSpeed; // @ 0.000000,100.000000,"前方速度",3.000000
// @end
// @start "特殊エントリー"
// @label "0:hipdrop/飛び込み, 1:/亀jet 2:/spin"
u16 mSwimSpecStartTimerA[3]; // @ 0,120,"定速タイマ",30,25,20
u16 mSwimSpecStartTimerB[3]; // @ 0,120,"沈降タイマ",40,30,25
// @end
// @start "[水泳]スピン"
u16 mSwimSpinReadyTime; // @ 0,300,"スピン準備時間",5
u16 mSwimSpinTime; // @ 0,300,"スピン時間[水中]-アニメ再生時間-",33
u16 mSwimDashTime; // @ 0,300,"スピンダッシュ時間[水中]-攻撃性能時間",30
u16 mSwimSpinFrontTime; // @ 0,300,"スピンダッシュ加速[水中]",24
u16 mSwimSpinYspeedTime; // @ 0,300,"縦回転制限時間[水中]",50
u16 mSwimSpinDownStep; // @ 0,300,"スピン減速開始残時間",30
f32 mSwimSpinSpeed; // @ 0.000000,3.140000,"スピン開始速度",0.000000
f32 mSwimSpinAcc1; // @ 0.000000,2.000000,"スピン減速率(開始後)",0.950000
f32 mSwimSpinAcc2; // @ 0.000000,2.000000,"スピン減速率(終了前)",0.960000
// u16 mSwimSpinOfsTime; // @ 0,120,"スピンため時間",30
u16 mSwimSpinMissOfsTime; // @ 0,120,"ミス時ため時間",30
f32 mSwimSpinAccRatio; // @ 0.100000,10.000000,"(水中)スピン加速テーブル倍率",0.700000
f32 mSwimSpinSurfaceAccRatio; // @ 0.100000,10.000000,"(水面)スピン加速テーブル倍率",0.700000
f32 mSwimSpinAccRatioR; // @ 0.100000,10.000000,"(水中)スピン減速テーブル倍率",0.100000
f32 mSwimSpinSurfaceAccRatioR; // @ 0.100000,10.000000,"(水面)スピン加速テーブル倍率",0.100000
// @end
// @start "[水泳]リングダッシュ"
u16 mSwimRingDashChargeTime; // @ 0,120,"リングダッシュ定速時間",15
u16 mSwimRingDashTime; // @ 0,1200,"リングダッシュタイマ",300
u16 mSwimRingDashFinishTime; // @ 0,1200,"減速開始時間",120
f32 mSwimRingDashSpeedRatio; // @ 1.000000,10.000000,"速度倍率",2.500000
// @end
// @start "[水泳]モーション"
f32 mSwimSurfaceSpeed; // @ 0.000000,5.000000,"水面泳ぎ速度",1.800000
f32 mSwimWaterSpeed; // @ 0.000000,5.000000,"水中泳ぎ速度",1.600000
f32 mSwimDriftSpeed; // @ 0.000000,5.000000,"水中弛緩速度",1.000000
u16 mSwimConnectIn; // @ 0,120,"手掻きコンボ受付フレーム",35
u16 mSwimConnectOut; // @ 0,120,"手掻きコンボ終了フレーム",60
f32 mSwimTiltZup; // @ 1.000000,100.000000,"静止中上向き見た目補正",5.000000
f32 mSwimTiltZdown; // @ 1.000000,100.000000,"静止中下向き見た目補正",10.000000
f32 mSwimTiltReal; // @ 0.100000,100.000000,"静止中下向き実方向補正",1.500000
f32 mSwimTiltSpd; // @ 0.100000,1.000000,"静止中向き変更速度",0.950000
// @end
// @start "[水泳]浮力"
f32 mSwimUpSurfaceDist; // @ 0.000000,1000.000000,"水面近くで、浮力が強くなる範囲",100.000000
f32 mSwimUpStrongDist; // @ 0.000000,1000.000000,"水面近くで、浮力が段階的に強くなる範囲",500.000000
f32 mSwimUpStrongRatio; // @ 0.000000,30.000000,"水面近くで、浮力が強くなる倍率",1.500000
f32 mSwimUpWeakDist; // @ 1.000000,3000.000000,"水底近くで、浮力が段階的に弱くなる範囲",600.000000
f32 mSwimUpBottomDist; // @ 1.000000,1000.000000,"水底近くで、浮力が弱くなる範囲",300.000000
f32 mSwimUpWeakRatio; // @ 0.000000,1.000000,"水底近くで、浮力が弱くなる倍率",0.100000
f32 mSwimReverseSinkRatio; // @ 0.000000,30.000000,"逆転沈降レシオ",8.000000
// @end
// @end
// @start "スライダー"
f32 mSliderBrakeIne; // @ 0.000000,1.000000,"ブレーキ慣性",0.900000
f32 mSliderWeightIne; // @ 0.000000,1.000000,"荷重慣性",0.900000
f32 mSliderSlopePow; // @ 0.000000,5.000000,"坂の影響度",0.500000
f32 mSliderWeightPow; // @ 0.000000,5.000000,"ターン影響度",0.900000
f32 mSliderMaxSpeed; // @ 0.000000,100.000000,"最高速度",32.000000
f32 mSliderBrakePow; // @ 0.000000,10.000000,"摩擦力",0.100000
f32 mSliderFrontTurnRatio; // @ 0.000000,1.000000,"前方向き直り速度",0.080000
f32 mSliderHeadRotateRatio; // @ 0.000000,1.000000,"頭方向回転速度",0.080000
f32 mSliderTiltRatio; // @ 0.000000,1.000000,"傾き変化速度",0.300000
// @end
// @start "ミツバチ"
f32 mBeeFlyRandomFactor; // @ 0.000000,10.000000,"飛行乱高下割合",0.000000
f32 mBeeFlyConstantFactor; // @ 0.000000,30.000000,"飛行定常割合",5.000000
f32 mBeeAirWalkAcc; // @ 0.000000,100.000000,"空中横移動加速度",0.100000
f32 mBeeAirWalkLimit; // @ 0.000000,100.000000,"空中横移動限界速度",8.000000
f32 mBeeAirWalkTurnSpd; // @ 0.000000,1.000000,"姿勢Y回転速度",0.050000
f32 mBeeSpeedRotateRatio; // @ 0.000000,1.000000,"速度の姿勢追従率",0.020000
f32 mBeeFreeDropAcc; // @ 0.000000,5.000000,"Aボタンフリー時の下方向加速度",0.100000
f32 mBeeFreeDropMaxSpd; // @ 0.000000,10.000000,"Aボタンフリー時の落下加算速度MAX",5.000000
f32 mBeePushRiseGravityEraser; // @ 0.000000,1.000000,"Aボタン押し時の落下低下低減率",0.900000
f32 mBeeStickJumpPower; // @ 0.000000,100.000000,"壁ジャンプ速度",20.000000
f32 mBeeStickJumpBonus; // @ -100.000000,100.000000,"壁ジャンプ高さ+",0.000000
f32 mBeeStickAngleLimit; // @ 0.000000,1.000000,"くっつける角度範囲",0.300000
f32 mBeeUpSpeedMax; // @ 0.000000,100.000000,"最大上昇速度",5.000000
f32 mBeeUpAccelRatio; // @ 0.000000,10.000000,"上昇時の加速度補正",1.000000
f32 mBeeAccelRatio; // @ 0.000000,1.000000,"A押し時の加速度補正",0.020000
f32 mBeeUpDownKiller; // @ 0.000000,1.000000,"A押し時、落下速度キャンセル率",0.300000
u16 mBeeGravityReviveTime; // @ 0,300,"飛行終了後、通常重力に戻すまでの時間",120
u16 mBeeGravityPowerTime; // @ 0,120,"最大出力に至るまでの時間",60
u16 mBeeAirWalkInhibitTime; // @ 0,120,"ジャンプ後羽ばたけない時間",30
u16 mBeeGravityPowerTimeV; // @ 0,120,"最大出力に至るまでの時間(垂直とび)",120
u16 mBeeAirWalkInhibitTimeV; // @ 0,120,"ジャンプ後羽ばたけない時間(垂直とび)",25
u16 mBeeGravityPowerTimeD; // @ 0,120,"最大出力に至るまでの時間(歩行落下)",60
u16 mBeeAirWalkInhibitTimeD; // @ 0,120,"ジャンプ後羽ばたけない時間(歩行落下)",35
f32 mBeeWallWalkCancelRadius; // @ 0.000000,2000.000000,"壁歩きモードを解除する、壁からの距離",1000.000000
f32 mBeeWallWalkCancelRadiusShort; // @ 0.000000,2000.000000,"上記の、短縮キューブ内における距離",300.000000
// @start "姿勢制御"
f32 mBeePoseDelayAngleAir; // @ 0.000000,3.140000,"空中での遅れ限界角度",0.500000
f32 mBeePoseDelayAngleGround; // @ 0.000000,3.140000,"空中での遅れ限界角度",0.130000
f32 mBeePoseDelayAccel; // @ 0.000000,10.000000,"遅れ加速度",1.000000
f32 mBeePoseLimitAngleAir; // @ 0.000000,3.140000,"空中での傾き限界角度",0.500000
f32 mBeePoseLimitAngleGround; // @ 0.000000,3.140000,"地上での傾き限界角度",0.150000
f32 mBeePoseHeadToFootLength; // @ 1.000000,200.000000,"頭から足下までの長さ",120.000000
f32 mBeePoseDelaySpeedLimit; // @ 0.000000,50.000000,"遅延速度リミッター",20.000000
f32 mBeePoseFrictionStop; // @ 0.000000,1.000000,"静止時摩擦係数",0.980000
f32 mBeePoseTransBlendingRatioStop; // @ 0.000000,1.000000,"静止時位置補間係数",0.800000
f32 mBeePoseFrictionMove; // @ 0.000000,1.000000,"動作時摩擦係数",0.950000
f32 mBeePoseTransBlendingRatioMove; // @ 0.000000,1.000000,"動作時位置補間係数",0.900000
// @end
// @end
// @start "ホッパー"
f32 mRabbitTurnRatio; // @ 0.000000,1.000000,"方向転換速度",0.080000
f32 mRabbitTurnRatio2; // @ 0.000000,1.000000,"方向転換速度(スーパージャンプ中)",0.200000
f32 mRabbitGravityRise; // @ 0.000000,10.000000,"重力UP",1.000000
f32 mRabbitGravityDrop; // @ 0.000000,10.000000,"重力DOWN",0.750000
f32 mRabbitFirstJump; // @ 0.000000,100.000000,"ホップ/投げ上げ速度",22.000000
f32 mRabbitMoveSpeed; // @ 0.000000,100.000000,"ヨコ移動速度",10.000000
f32 mRabbitMoveAcc; // @ 0.000000,100.000000,"ヨコ移動加速度",0.500000
f32 mRabbitMoveAcc2; // @ 0.000000,100.000000,"ヨコ移動加速度(SJ-上昇中)",0.050000
f32 mRabbitMoveAcc3; // @ 0.000000,100.000000,"ヨコ移動加速度(SJ-下降中)",0.250000
f32 mRabbitFirstJump2; // @ 0.000000,100.000000,"ステップ/投げ上げ速度",60.000000
f32 mRabbitGravityRise2; // @ 0.000000,10.000000,"ステップ/重力UP",1.200000
f32 mRabbitGravityDrop2; // @ 0.000000,10.000000,"ステップ/重力DOWN",1.000000
u16 mRabbitChargeTime2; // @ 0,120,"ステップ/ためフレーム",23
u16 mHopperLandingTime; // @ 0,120,"着地フレーム",10
// @end
// @start "テレサ"
f32 mTeresaHorizontalSpeedMax; // @ 0.000000,10.000000,"水平最高速度",10.000000
f32 mTeresaAlphaLevelMax; // @ 0.000000,9.000000,"αレベルMAX",8.000000
f32 mTeresaAlphaLevelInc; // @ 0.000000,1.000000,"αレベル増加速度",0.500000
f32 mTeresaAlphaLevelDec; // @ 0.000000,1.000000,"αレベル減少速度",0.200000
u16 mTeresaWallThroughTime; // @ 0,120,"α余韻時間",90
f32 mTeresaAngleUp; // @ 0.000000,1.700000,"上昇時傾きMAX",0.500000
f32 mTeresaAngleDown; // @ 0.000000,1.700000,"下降時傾きMAX",0.750000
f32 mTeresaWallReflectPower; // @ 0.000000,50.000000,"反射初速度",10.000000
f32 mTeresaWallReflectReduction; // @ 0.000000,1.000000,"反射減速率",0.950000
u16 mTeresaWallReflectTime; // @ 0,600,"反射操作不能時間",30
f32 mTeresaWaitHeight; // @ 0.000000,1000.000000,"ウエイト高度",50.000000
f32 mTeresaDropDownHeight; // @ 0.000000,1000.000000,"落下速度緩和区間",50.000000
f32 mTeresaBodyRadius; // @ 0.000000,200.000000,"テレサボディ半径",90.000000
f32 mTeresaAirWalkTurnSpd; // @ 0.000000,1.000000,"姿勢Y回転速度",0.020000
f32 mTeresaDropSpeedMax; // @ 0.000000,10.000000,"落下最高速度",0.500000
f32 mTeresaRiseSpeedMax; // @ 0.000000,10.000000,"上昇最高速度",0.500000
f32 mTeresaDropBase; // @ 0.000000,100.000000,"落下ベース速度",12.000000
f32 mTeresaUpInertia; // @ 0.000000,100.000000,"上昇ブースト終了後慣性",0.990000
u16 mTeresaAccelTime; // @ 1,120,"連打インターバル時間",10
u16 mTeresaTrgOnPushTime1; // @ 0,50,"ワンプッシュ慣性時間",5
u16 mTeresaTrgOnPushTime2; // @ 0,50,"ワンプッシュ慣性終了時間",2
f32 mTeresaOnePushAccel1; // @ 0.000000,10.000000,"ワンプッシュアクセル",0.050000
f32 mTeresaOnePushAccel2; // @ 0.000000,10.000000,"上昇中アクセル",0.010000
f32 mTeresaNoPushDownRatio; // @ 0.000000,1.000000,"上昇終了後減速",0.990000
f32 mTeresaRisingBrake; // @ 0.000000,1.000000,"上昇中ブレーキ",0.200000
f32 mTeresaWindMovingBrake1; // @ 0.000000,1.000000,"ジャンプ速度アクセルブレーキ",0.900000
f32 mTeresaWindMovingBrake2; // @ 0.000000,1.000000,"ジャンプ速度落下ブレーキ",0.800000
f32 mTeresaWindMovingBrake3; // @ 0.000000,1.000000,"ジャンプ速度定性ブレーキ",0.999000
// @end
// @start "描画"
f32 mSilhouetteZoffset; // @ -1000.000000,1000.000000,"シルエットオフセット",0.000000
u8 mRibbonColor[4]; // @ 0,255,"リボンカラー(RGBA)",255,255,0,192
u8 mDamageFogLow; // @ 0,255,"ダメージフォグLow",40
u8 mDamageFogHigh; // @ 0,255,"ダメージフォグHigh",192
f32 mStarPieceFogLevel; // @ 0.100000,0.000000,"スターピースゲット明度",0.600000
u8 mStarPieceFogTime; // @ 0,255,"スターピース明滅時間",25
// @start "サーチライト"
u8 mSearchLightAlphaLevel; // @ 0,255,"サーチライトα",85
u8 mSearchLightBlurAlpha[3]; // @ 0,255,"加算用α(小→大)",40,20,10
f32 mSearchLightBlurScale[3]; // @ 0.000000,10.000000,"加算用スケール(小→大)",2.000000,3.000000,4.000000
u8 mSearchLightColor[4]; // @ 0,255,"サーチライトスポットカラー",80,80,80,210
// @end
// @start "ラスタースクロール"
f32 mRasterV; // @ 0.000000,1200.000000,"ラスター縦幅(Pixel)",0.000000
s32 mRasterSpeed; // @ 0,1200,"振動周期(フレーム)",0
f32 mRasterRange; // @ 0.000000,255.000000,"ラスター振幅(Pixel)",0.000000
// @end
// @end
// @start "ラッシュ"
u16 mRacketHoldTime; // @ 1,20000,"ラケット有効フレーム",1200
u16 mTornadoHoldTime; // @ 1,20000,"トルネード有効フレーム",1200
u16 mMetalHoldTime; // @ 1,20000,"メタル(無敵)有効フレーム",1200
u16 mFireModeTime; // @ 1,20000,"ファイア有効フレーム",1200
u16 mIceModeTime; // @ 1,20000,"アイス有効フレーム",1200
// @end
// @start "微調整"
f32 mHeadAngleFixMargin; // @ 0.000000,3.140000,"頭ベクトルを変化させないマージン",0.010000
f32 mFrontAngleFixMargin; // @ 0.000000,3.140000,"前方ベクトルを変化させないマージン",0.010000
u16 mCameraHeadRotationTimer; // @ 1,60,"カメラに渡す頭方向の回転時間",16
f32 mHeadRotateRatio; // @ 0.000000,1.000000,"通常時の頭方向(見た目)回転速度",0.100000
f32 mVibrationAbsorbAngleF; // @ 0.000000,3.140000,"見た目の振動吸収角度(前方)",0.100000
f32 mVibrationAbsorbAngleH; // @ 0.000000,3.140000,"見た目の振動吸収角度(頭)",0.010000
f32 mVibrationAbsorbAngleS; // @ 0.000000,3.140000,"見た目の振動吸収角度(サイド)",0.200000
f32 mSlopeAnimBlendRatio; // @ 0.000000,1.000000,"坂ウエイトアニメのブレンド速度",0.150000
f32 mRotateHeadVecSpeedByGravityL; // @ 0.000000,1.000000,"重力に頭方向を追従させる速度(大変化〜180)",0.500000
f32 mRotateHeadVecSpeedByGravityM; // @ 0.000000,1.000000,"重力に頭方向を追従させる速度(通常〜90)",0.100000
f32 mRotateHeadVecSpeedByGravityS; // @ 0.000000,1.000000,"重力に頭方向を追従させる速度(微小変化)",0.010000
f32 mLookMaxAngleH; // @ 0.000000,3.140000,"首の水平可動域(±)",0.700000
f32 mLookMaxAngleVP; // @ 0.000000,3.140000,"首の垂直可動域(+)",0.500000
f32 mLookMaxAngleVM; // @ 0.000000,3.140000,"首の垂直可動域(-)",0.100000
f32 mLookShoulderMoveMax; // @ 0.000000,20.000000,"首可動に伴う肩上昇MAX",8.000000
u16 mRushInBlendTimer; // @ 0,16,"ラッシュインタイマ(標準)",4
// @end
};
</pre>
''luigiconst.h'' (likely originally ''LuigiConst.h'') is one of two C++ headers present in /Debug. These are the only two files from Super Mario Galaxy's source tree that we have. Their presence in /Debug is peculiar, as one would expect /Debug to contain only files intended to be read by the game.
=== MarioConst.h ===
<pre>
#include "StaticAssert.h"
struct marioConstTable
{
// @start "ジャンプ"
// @label "ジャンプ関係"
// @label "1st[0],2nd[1],3rd[2],miss[3],turn[4],squat[5],back[6],wall[7],tornado/force[8]"
f32 mJumpHeight[9]; // @ 0.000000,100.000000,"跳躍高さ",22.000000,26.000000,36.000000,24.000000,32.000000,15.000000,32.000000,22.000000,1.000000
// @label "1st[0],2nd[1],3rd[2],miss[3],turn[4],squat[5],back[6],wall[7],tornado[8],force[9],slipup[10],heli[11]"
f32 mGravityJumping[12]; // @ 0.000000,100.000000,"跳躍重力",1.800000,1.800000,1.800000,1.800000,1.800000,0.950000,1.800000,2.200000,0.400000,0.900000,1.800000,0.500000
f32 mGravityAirWalk; // @ 0.000000,100.000000,"ふんばり重力",0.100000
f32 mGravityRatioA; // @ 0.000000,100.000000,"上昇中Aボタン重力緩和",0.500000
f32 mJumpFrontSpeed; // @ 0.000000,100.000000,"跳躍時前方速度補正",12.500000
f32 mJumpTornadoSpeed; // @ 0.000000,100.000000,"トルネード時前方速度補正",5.000000
f32 mDropFrontSpeed; // @ 0.000000,100.000000,"落下時前方速度補正",30.000000
s16 mJumpConnectTime; // @ 0,120,"コンボ継続猶予",7
f32 mJumpConnectSpeed; // @ 0.000000,1.000000,"コンボ継続速度",0.600000
f32 mSquatJumpFrontSpeed; // @ 0.000000,100.000000,"幅跳び前方速度",16.500000
f32 mSquatJumpBackSpeed; // @ 0.000000,100.000000,"バック宙後方速度",5.000000
f32 mTurnJumpFrontSpeed; // @ 0.000000,100.000000,"ターンジャンプ時後方速度",5.000000
// @label "通常[0], 特殊[1],特殊[2],ヘリ[3],ハチ[4]"
f32 mMaxDropSpeed[5]; // @ 0.000000,100.000000,"空中落下最高速度",35.000000,20.000000,5.000000,6.000000,15.000000
s16 mGrReductionDropTimer; // @ 0,120,"落下後何フレーム目からAホールドによる重力減衰するか",30
s16 mDropWaitTime; // @ 0,60,"即落下防止タイマ",5
f32 mJumpFrontReduction; // @ 0.000000,1.000000,"ジャンプ前方自然減速率",0.980000
s16 mJumpFrontReductionBeginTime; // @ 0,300,"ジャンプ前方自然減速開始タイム",15
f32 mSquatJumpFrontReduction; // @ 0.000000,1.000000,"幅跳び専用前方自然減速率",0.990000
s16 mSquatJumpFrontReductionBTime; // @ 0,300,"幅跳び専用前方自然減速開始タイム",30
f32 mMudFloorJumpWeakRatio; // @ 0.000000,1.000000,"泥(ブレーキ)床からのジャンプ高さ低減",0.500000
// @start "ヒップドロップ"
f32 mGravityHipDrop; // @ 0.000000,100.000000,"尻ドロップ重力",12.000000
f32 mLimitSpeedHipDrop; // @ 0.100000,500.000000,"尻ドロップ最大速度",150.000000
f32 mHipDropLimitHeight; // @ 0.000000,500.000000,"尻ドロップ制限高度",100.000000
u16 mHipDropZeroGrTime; // @ 0,120,"尻ドロップ後静止時間",2
s16 mHipDropLimitTimerAfterTornado; // @ 0,120,"トルネード発動直後の尻ドロップ抑制時間",15
// @end
// @start "スリップアップ"
s16 mSlipUpSpdCtrlTimer; // @ 0,120,"速度調整時間",8
f32 mSlipUpSpdRatio; // @ 0.000000,1.000000,"速度低下比率",0.900000
f32 mSlipUpHeight; // @ 0.000000,100.000000,"スリップアップ高さ",16.000000
f32 mSlipUpFront; // @ 0.000000,100.000000,"スリップアップ前方速度",8.000000
f32 mSlipUpFrontWeak; // @ 0.000000,100.000000,"弱スリップアップ前方速度",3.000000
f32 mSlipUpHeightHang; // @ 0.000000,100.000000,"つかまりスリップアップ高さ",12.000000
f32 mSlipUpFrontHang; // @ 0.000000,100.000000,"つかまりスリップアップ前方速度",5.000000
f32 mSlipUpContinueHeight; // @ 0.000000,500.000000,"連続スリップアップで上れる高さ",150.000000
// @end
// @start "空中歩行"
u16 mAirWalkTime; // @ 0,1200,"空中歩行可能時間(Fr.)",180
f32 mAirWalkTimerFact1; // @ 0.000000,60.000000,"空中歩行調整1(加速)",3.000000
s16 mAirWalkTimerFact2; // @ 0,1000,"空中歩行調整2(時間影響)",300
f32 mAirWalkTimerFact3; // @ 0.000000,1.000000,"空中歩行落下時調整",0.150000
f32 mMaxJumpSpeed; // @ 0.000000,300.000000,"空中XZ最高速度",32.000000
f32 mAirWalkBackBonus; // @ 0.500000,8.000000,"後方強化",1.300000
f32 mAirWalkSpeedKiller; // @ 0.000000,1.000000,"後方歩行時減速度",0.100000
f32 mMaxBackJumpSpeed; // @ 0.000000,100.000000,"空中後方XZ最高速度",10.000000
f32 mAirWalkBonus; // @ 0.000000,10.000000,"ふんばり空中歩行調整1(加速)",3.000000
// @label "★以下二つは、真上・前方ジャンプ後の後方引き戻しに影響します"
s16 mBackJumpLimitFrame; // @ 0,300,"ジャンプ後のバックリミットタイム",60
f32 mBackJumpRatio; // @ 0.000000,10.000000,"ジャンプ後のバック力比率",3.000000
s16 mWaitNeutralTimer; // @ 0,300,"ニュートラル待ちタイマ",15
// @end
// @start "着地"
f32 mHardLandingHeight; // @ 0.000000,5000.000000,"シビレ着地高度",2500.000000
u16 mHardLandStunTimer; // @ 0,180,"シビレ時間",60
// @end
// @start "コードジャンプ"
// @label "弱、中、強、 Normal"
f32 mCodeJumpPower[4]; // @ 0.000000,100.000000,"ポリゴンコードジャンプ強さ",30.000000,60.000000,100.000000,30.000000
// @end
// @start "踏みつけ反動"
f32 mTrampleNormal; // @ 0.000000,100.000000,"敵踏みつけ反動(無入力)",19.000000
f32 mTrampleLong; // @ 0.000000,100.000000,"Aボタン入力時の加算量",4.000000
f32 mTrampleNormalTaco; // @ 0.000000,100.000000,"(タコ)敵踏みつけ反動",28.000000
f32 mTrampleBegoma; // @ 0.000000,100.000000,"ベーゴマ踏みつけ反動",40.000000
f32 mTrampleBegomaRotRise; // @ 0.000000,3.000000,"ヘリジャンプ回転(上昇中)",0.600000
f32 mTrampleBegomaRotFall; // @ 0.000000,3.000000,"ヘリジャンプ回転(下降中)",0.250000
u16 mTrampleBegomaOpenTime; // @ 0,300,"ヘリジャンプ減速開始時間",12
// @end
// @start "上方アタック反動"
f32 mDropUnderPowerMin; // @ 0.000000,100.000000,"跳ね返り力最小",10.000000
f32 mDropUnderPowerMax; // @ 0.000000,100.000000,"跳ね返り力最大",20.000000
// @end
// @start "メッセージジャンプ"
f32 mMsgJumpGroundPowerXZ; // @ 0.000000,100.000000,"接地時横方向ジャンプ速度",10.000000
f32 mMsgJumpGroundPowerY; // @ 0.000000,100.000000,"接地時タテ方向ジャンプ速度",20.000000
f32 mMsgJumpAirPower; // @ 0.000000,100.000000,"空中時ジャンプ速度",15.000000
f32 mBilliardJumpExtra; // @ 0.000000,10.000000,"ビリヤードジャンプの加算速度",5.000000
// @end
// @start "先行ジャンプ入力"
s16 mFutureJumpReqLimitTime; // @ 0,30,"先行ジャンプ入力可能な猶予フレーム",4
// @end
// @start "ワープポッドジャンプ"
f32 mWarpPodJumpX; // @ 0.000000,100.000000,"ワープポッドからの脱出X速度",20.000000
f32 mWarpPodJumpY; // @ 0.000000,100.000000,"ワープポッドからの脱出Y速度",30.000000
// @end
// @end
// @start "ダメージ"
// @start "中ダメージ"
f32 mJumpHeightDamage; // @ 0.000000,100.000000,"飛び上がり高さ",15.000000
f32 mJumpDistDamage; // @ 0.000000,100.000000,"飛ばされ速度",9.000000
f32 mGravityDamage; // @ 0.000000,100.000000,"重力",1.000000
// @end
// @start "大ダメージ"
f32 mJumpHeightLargeDamage; // @ 0.000000,100.000000,"飛び上がり高さ(加算)",25.000000
f32 mJumpDistLargeDamage; // @ 0.000000,100.000000,"飛ばされ速度",20.000000
// @end
// @start "小ダメージ"
f32 mSlideDistFaint; // @ 0.000000,100.000000,"よろけ速度",15.000000
s16 mFaintTimer1; // @ 1,120,"拘束時間",15
s16 mFaintTimer2; // @ 1,120,"キャンセル時間",15
f32 mFaintFriction1; // @ 0.000000,1.000000,"拘束中摩擦",0.900000
f32 mFaintFriction2; // @ 0.000000,1.000000,"キャンセル中摩擦",0.900000
// @end
// @start "はねとばされ"
f32 mSlideDistFlip; // @ 0.000000,100.000000,"よろけ速度",15.000000
f32 mSlideDistFlipSpin; // @ 0.000000,100.000000,"よろけ速度(スピン時)",7.500000
s16 mFlipTimer1; // @ 1,120,"拘束時間",15
s16 mFlipTimer2; // @ 1,120,"キャンセル時間",15
f32 mFlipFriction1; // @ 0.000000,1.000000,"拘束中摩擦",0.980000
f32 mFlipFriction2; // @ 0.000000,1.000000,"キャンセル中摩擦",0.970000
f32 mFlipFriction3; // @ 0.000000,1.000000,"能動ブレーキ摩擦",0.600000
// @end
// @start "炎[ラン]ダメージ"
u16 mFireRunTimer1; // @ 1,120,"炎をくらってから走りはじめるまでの間",40
u16 mFireRunTimer2; // @ 1,120,"炎をくらってから全速で走っている時間",30
u16 mFireRunTimer3; // @ 1,120,"減速時間",15
f32 mFireRunSpeed; // @ 0.000000,100.000000,"ラン速度",16.000000
f32 mFireRunTurnRatio; // @ 0.000000,1.000000,"方向転換速度",0.100000
f32 mFireRunGravity; // @ 0.000000,10.000000,"空中ヒット時の着地重力",5.000000
f32 mFireRunFirstJump; // @ 0.000000,100.000000,"投げ上げ速度",50.000000
// @end
// @start "炎[舞踏]ダメージ"
f32 mFireDanceTurnRatio; // @ 0.000000,1.000000,"方向転換速度",0.200000
f32 mFireDanceGravityRise; // @ 0.000000,10.000000,"重力UP",1.000000
f32 mFireDanceGravityDrop; // @ 0.000000,10.000000,"重力DOWN",0.750000
f32 mFireDanceFirstJump; // @ 0.000000,100.000000,"投げ上げ速度",40.000000
f32 mFireDanceSecondJump; // @ 0.000000,100.000000,"投げ上げ速度",20.000000
f32 mFireDanceMoveSpeed; // @ 0.000000,100.000000,"ヨコ移動速度",10.000000
f32 mFireDanceMoveAcc; // @ 0.000000,100.000000,"ヨコ移動加速度",0.500000
// @end
// @start "ブラックホール"
f32 mBlackHoleRadiusRatio; // @ 0.000000,1.000000,"半径引き寄せ率",0.992000
f32 mBlackHoleScaleSpeed; // @ 0.000000,0.100000,"スケール縮小率/fr",0.002000
f32 mBlackHoleScaleLimit; // @ 0.000000,1.000000,"スケール最小値",0.700000
f32 mBlackHoleRotateSpeed; // @ 0.000000,0.100000,"回転加速アングル/fr",0.001800
f32 mBlackHoleRotateLimit; // @ 0.000000,3.140000,"回転最大アングル/fr",0.700000
f32 mBlackHoleFirstRadius; // @ 0.000000,2.000000,"初期半径率",1.000000
u16 mBlackHoleHideTime; // @ 0,300,"マリオが姿を消すフレーム",165
// @end
// @start "水上・水中ダメージ"
u16 mWaterInnerFaintTime; // @ 1,200,"水上/水中 小ダメージ 飛ばされ時間",60
f32 mSwimFaintSpeed; // @ 0.000000,100.000000,"水上/水中 小ダメージ 速度",10.000000
u16 mWaterInnerDamageTime; // @ 1,200,"水中 中ダメージ 飛ばされ時間",60
f32 mSwimDamageSpeed; // @ 0.000000,100.000000,"水中 中ダメージ 速度",10.000000
f32 mSwimSurfaceDamageSpeed; // @ 0.000000,100.000000,"水上 中ダメージ 速度",5.000000
f32 mWaterSurfaceDamageJump; // @ 0.000000,50.000000,"水上 中ダメージ 飛び上がり量",26.000000
// @label "魚骨ボス専用"
u16 mSwimDamageTimerEx1; // @ 0,100,"ボス1ダメージ 時間",90
f32 mSwimDamageSpeedEx1; // @ 0.000000,100.000000,"ボス1ダメージ 速度",35.000000
// @end
// @start "ファウンテン"
f32 mJumpHeightFlow; // @ 0.000000,100.000000,"飛び上がり高さ",18.000000
f32 mJumpDistFlow; // @ 0.000000,100.000000,"飛ばされ速度",2.000000
f32 mGravityFlow; // @ 0.000000,100.000000,"重力",0.300000
// @end
// @end
// @start "走歩行"
// @label "移動関係"
f32 mFlatAngle; // @ 10.000000,90.000000,"水平歩行可能な(上限)角度",45.000000
f32 mSlipAngle; // @ 1.000000,90.000000,"滑り可能な(上限)角度",60.000000
f32 mForceWallAngle; // @ 1.000000,90.000000,"壁プッシュ/絶対立てない角度",85.000000
f32 mDebugMoveSpeed; // @ 0.000000,500.000000,"デバッグ移動速度",120.000000
f32 mWalkSpeed; // @ 0.000000,100.000000,"歩行速度",13.000000
// f32 mInertiaStandard; // @ 0.000000,1.000000,"歩行慣性",0.800000
f32 mInertiaStandardStop; // @ 0.000000,1.000000,"歩行慣性(停止)",0.940000
f32 mInertiaStandardMax; // @ 0.000000,1.000000,"歩行慣性(高速)",0.900000
f32 mInertiaBdash; // @ 0.000000,1.000000,"Bダッシュ慣性",0.980000
f32 mInertiaBdashAfter; // @ 0.000000,1.000000,"Bダッシュ余韻慣性",0.992000
f32 mInertiaStop; // @ 0.000000,1.000000,"停止慣性",0.850000
f32 mInertiaSquat; // @ 0.000000,1.000000,"しゃがみ慣性",0.950000
f32 mInertiaTurnSlip; // @ 0.000000,1.000000,"ターン滑り慣性",0.910000
f32 mInertiaTurning; // @ 0.000000,1.000000,"ターン中慣性",0.850000
f32 mInertiaJumpFinish; // @ 0.000000,1.000000,"ジャンプ終了慣性",0.800000
f32 mInertiaReflectSlip; // @ 0.000000,1.000000,"反射時の慣性",1.000000
f32 mInertiaStartSpin; // @ 0.000000,1.000000,"停止急発進慣性",0.950000
f32 mInertiaOverSpeed; // @ 0.000000,1.000000,"最高速度越え時の減速慣性",0.800000
f32 mTurnAngleSpeed; // @ 0.000000,3.141600,"ターン角速度",0.900000
f32 mTurnAngleSpeed2; // @ 0.000000,3.141600,"ターン角速度(ラン中)",0.150000
f32 mTurnAngleSpeed3; // @ 0.000000,3.141600,"ターン角速度(滑り中)",0.100000
f32 mTurnAngleSpeedSlowWalk; // @ 0.000000,3.141600,"ターン角速度(低速歩行中)",0.040000
f32 mGravityStandard; // @ 0.000000,100.000000,"標準重力係数",30.000000
f32 mGravityGrounding; // @ 0.000000,100.000000,"接地重力係数",20.000000
f32 mDashMultiply; // @ 0.000000,4.000000,"メタルダッシュ倍率",2.000000
f32 mCameraAngleLimit; // @ 0.000000,1.000000,"球状地形移動制限",0.050000
u16 mStartSpinTime; // @ 0,120,"開始ダッシュスリップ時間",30
u16 mDashAfterTime; // @ 0,120,"Bダッシュ余韻時間",40
u16 mAutoBdashTime; // @ 0,10000,"振りBダッシュ継続時間",10000
u16 mSlowStartTime; // @ 0,120,"停止状態からの速度制限時間",10
f32 mStartSpinAnimeRatio; // @ 0.000000,3.000000,"空転アニメーション倍率",1.250000
f32 mSlopeAnimeRatio; // @ 0.000000,2.000000,"坂のぼりアニメ倍率(通常)",0.500000
f32 mSlopeSpinAnimeRatio; // @ 0.000000,3.000000,"坂がんばりアニメ倍率",0.750000
f32 mItemDashRatio; // @ 1.000000,3.000000,"アイテムダッシュ速度倍率",1.500000
u16 mItemDashTimer; // @ 1,600,"アイテムダッシュ時間",180
// @start "氷上"
f32 mInertiaIceStandardStop; // @ 0.000000,1.000000,"低速時慣性",0.985000
f32 mInertiaIceStandardMax; // @ 0.000000,1.000000,"高速時慣性",0.995000
f32 mInertiaIceStartSpin; // @ 0.000000,1.000000,"滑り出し慣性",0.980000
f32 mInertiaIceStop; // @ 0.000000,1.000000,"減速時慣性",0.992000
f32 mInertiaIceTurn; // @ 0.000000,1.000000,"氷上ターン速度",0.200000
// @end
// @start "滑り床上"
f32 mInertiaSlipStandardStop; // @ 0.000000,1.000000,"低速時慣性",0.980000
f32 mInertiaSlipStandardMax; // @ 0.000000,1.000000,"高速時慣性",0.990000
f32 mInertiaSlipStartSpin; // @ 0.000000,1.000000,"滑り出し慣性",0.985000
f32 mInertiaSlipStop; // @ 0.000000,1.000000,"減速時慣性",0.980000
f32 mInertiaSlipTurn; // @ 0.000000,1.000000,"ターン時慣性",0.980000
// f32 mInertiaSlipTurn; // @ 0.0,1.0,"氷上ターン速度",0.2
// @end
// @start "ターンとスリップとブレーキ"
f32 mTurnSlipAngle; // @ 0.000000,3.141600,"ターンアングル",2.600000
u16 mTurnReadyTime; // @ 0,30,"ターン入力待ちタイム",10
f32 mTurnSlipNeutral; // @ 0.000000,1.000000,"ターンニュートラル値",0.700000
f32 mSlipSpeed; // @ 0.000000,2.000000,"ターンスリップ可能最低速度",0.250000
f32 mFastTurnSpeed; // @ 0.000000,3.141600,"高速ターン可能最高速度",0.100000
s16 mTurnSlipTime; // @ 0,120,"ターン中静止タイム(通常床)",6
s16 mTurnSlipTimeB; // @ 0,120,"ターン中静止タイム(滑り床)",60
s16 mTurnJumpInhibitTime; // @ 0,60,"ターンジャンプ阻止タイム",0
f32 mLandTurnHeight; // @ 0.000000,200.000000,"着地ターン先行入力可能高度",120.000000
f32 mInertiaBrake; // @ 0.000000,1.000000,"ブレーキ慣性",0.850000
u16 mStandingTurnTime; // @ 0,120,"静止ターン時間",10
u16 mWeakTurnTime; // @ 0,120,"ラン中弱ターン補正時間",15
u16 mBrakeFirstTimer; // @ 0,120,"ラン状態からのブレーキ発動待ち時間",15
u16 mBrakeSecondTimer; // @ 0,120,"ブレーキ発動時間",33
// @end
// @start "スロープ処理"
f32 mSlopeSpeedMax; // @ 0.000000,100.000000,"坂くだり最高速度",22.000000
f32 mSlopeAccel; // @ 0.000000,0.100000,"坂滑り加速度",0.010000
f32 mSlopeSpeedMaxBraking; // @ 0.000000,100.000000,"ブレーキ中最高速度",20.000000
f32 mSlopeFinishInertia; // @ 0.000000,1.000000,"水平面での滑り継続慣性",0.950000
f32 mSlopeCancelInertia; // @ 0.000000,1.000000,"スティック入力時継続慣性",0.940000
f32 mSlopeAnimeFinishSpeed; // @ 0.000000,30.000000,"坂アニメを停止する坂速度(slopevec)",15.000000
f32 mSlopeDashAngleFactor; // @ 1.000000,90.000000,"角度に対する増速比率",20.000000
f32 mSlopeDashSpeedFactor; // @ 0.000000,5.000000,"元速度に対する乗算比率",0.100000
f32 mSlopeDashAccelFactor; // @ 0.000000,100.000000,"加算速度倍率(アニメに影響しない)",50.000000
u16 mSlopeDashAccelTime; // @ 1,300,"最高速度に達するまでの時間",75
f32 mSlopeSideMoveInertia; // @ 0.000000,1.000000,"横方向移動に対する慣性(入力時)",0.950000
f32 mSlopeSideStopInertia; // @ 0.000000,1.000000,"横方向移動に対する慣性(ニュートラル時)",0.980000
f32 mSlopeSideMoveSpeed; // @ 0.000000,50.000000,"横方向移動最高速度",10.000000
f32 mSlopeCurveAssist; // @ 0.000000,1.000000,"坂方向変化時のMAX追従率",0.050000
f32 mSlipMoveTurnAngleRad; // @ 0.000000,1.570000,"スティック移動時の姿勢回転速度/fr[rad]",0.030000
// @end
// @start "段差処理"
f32 mWalkStepHeight; // @ 0.000000,200.000000,"歩いて上れる段差",50.000000
// @end
// @start "アニメ"
// @label "走歩行アニメ"
f32 mTiltRatio; // @ 0.000000,100.000000,"上半身左右傾きレシオ",40.000000
f32 mLookDownRatio; // @ 0.000000,1.000000,"上半身前後傾きレシオ",0.400000
f32 mSpeedStep[3]; // @ 0.000000,2.000000,"歩行アニメ切り替え速度",0.050000,0.750000,0.950000
f32 mMaxAnmSpeedA; // @ 0.000000,20.000000,"Bダッシュ時最高アニメ速度",6.000000
f32 mMinAnmSpeedA; // @ 0.000000,20.000000,"ダッシュ時最低アニメ速度",2.500000
f32 mMaxAnmSpeedB; // @ 0.000000,20.000000,"ラン時最高アニメ速度",4.000000
f32 mMinAnmSpeedB; // @ 0.000000,20.000000,"ラン時最低アニメ速度",2.500000
f32 mMaxAnmSpeedC; // @ 0.000000,20.000000,"歩き時最高アニメ速度",1.330000
f32 mMinAnmSpeedC; // @ 0.000000,20.000000,"歩き時最低アニメ速度",0.670000
f32 mWeightBlendRatio; // @ 0.000000,1.000000,"歩行アニメーションブレンド変化率",0.200000
f32 mMudFloorSlipRatio; // @ 1.000000,10.000000,"泥(ブレーキ)床での空転倍率",2.000000
// @end
// @start "感度"
// @label "感度"
f32 mStickAngleMargin; // @ 0.000000,0.785000,"スティックの上下左右優先補正角度",0.100000
f32 mStickMarginX; // @ 0.000000,0.900000,"Y入力に対するX無感度範囲",0.250000
f32 mStickMarginY; // @ 0.000000,0.900000,"Y入力に対するY無感度範囲",0.200000
f32 mStickMarginYstart; // @ 0.000000,1.000000,"X無感度開始するY最小値",0.500000
f32 mStickMarginXstart; // @ 0.000000,1.000000,"Y無感度開始するX最小値",0.500000
f32 mStickHeavyMinRatio; // @ 0.000000,1.000000,"重ステ 最重レシオ",0.300000
f32 mStickHeavyMinAngle; // @ 0.000000,3.140000,"重ステ 最重レシオアングル",0.785400
f32 mStickHeavyMaxAngle; // @ 0.000000,3.140000,"重ステ 最軽レシオアングル",1.570800
// @end
// @start "しゃがみ歩き"
// @label "しゃがみ歩き"
f32 mSpeedSquatWalkLower; // @ 0.000000,1.000000,"歩き開始できる速度",0.050000
f32 mSquatWalkStep; // @ 0.000000,10.000000,"歩幅",6.000000
f32 mSquatWalkMaxSpeed; // @ 0.000000,1.000000,"最大速度",0.200000
f32 mSquatWalkMinSpeed; // @ 0.000000,1.000000,"最低速度",0.100000
// @end
// @start "風"
f32 mWindSlideLimit; // @ 0.000000,100.000000,"横滑り開始風力",1.000000
f32 mWindSlideFriction; // @ 0.000000,10.000000,"押し戻し滑り摩擦",1.200000
f32 mWindForwardFriction; // @ 0.000000,10.000000,"追い風摩擦",0.500000
f32 mWindSlideFrictionAgainst; // @ 0.000000,10.000000,"向い風摩擦",0.800000
f32 mWindJumpingFriction; // @ 0.000000,10.000000,"空中影響度",0.100000
// @end
// @end
// @start "トルネード"
// @label "トルネード"
u16 mTornadoTime; // @ 0,600,"地上トルネード時間",45
u16 mTornadoTimeAir; // @ 0,600,"空中トルネード時間",150
u16 mAirWalkTimeTornado; // @ 0,1200,"トルネード中のホバリング可能時間",150
u16 mTornadoRestartTime; // @ 0,300,"強制停止後の、再起動までのインターバル",60
f32 mSpinDifferMargin; // @ 0.000000,3.100000,"1フレームに許される最大変化",1.500000
f32 mSpinGoalAngle; // @ 0.000000,15.000000,"どれだけまわしたら発動?",4.500000
s16 mSpinInputLimitTime; // @ 1,120,"入力受付フレーム",25
s16 mSpinTime; // @ 1,1000,"トルネード発動フレーム",120
f32 mSpinSpeed; // @ 0.000000,3.140000,"回転標準速度",1.800000
f32 mSpinWalkRatio; // @ 1.000000,3.000000,"歩行速度による回転速度オフセット掛率",1.100000
f32 mSpinJumpRatio; // @ 1.000000,3.000000,"ジャンプによる回転速度掛率",1.300000
f32 mSpinWallReboundSpeed; // @ 1.000000,100.000000,"スピンJ中壁ヒット反射速度",2.000000
u16 mSpinFinishTime; // @ 0,120,"速度を落とし始める残り時間",49
f32 mSpinFinishRate; // @ 0.000000,2.000000,"終了前、速度の落ち具合",0.200000
f32 mTornadoMultiply; // @ 0.000000,4.000000,"トルネード中移動最高速度倍率",0.500000
f32 mTurnAngleSpeedTornado; // @ 0.000000,3.141600,"トルネード中ターン角速度",0.100000
f32 mInertiaTornadoAccel; // @ 0.000000,1.000000,"加速トルネード慣性",0.900000
f32 mInertiaTornadoBrake; // @ 0.000000,1.000000,"減速トルネード慣性",0.960000
u16 mTornadoChargeTime; // @ 2,300,"チャージに要する時間",60
u16 mTornadoChargeUpTime; // @ 1,1200,"チャージ有効時間",300
u16 mTornadoZeroGravityTimer; // @ 0,120,"トルネード0G時間",0
f32 mTornadoBoostPower; // @ 0.000000,100.000000,"ブースター初速",0.000100
f32 mTornadoBoostAttn; // @ 0.000000,2.000000,"ブースター加減速",1.532000
u16 mTornadoBoostTimer; // @ 0,120,"ブースター時間",28
f32 mTornadoBoostAttnMini; // @ 0.000000,2.000000,"miniブースター加減速",1.600000
u16 mTornadoBoostTimerMini; // @ 0,120,"miniブースター時間",25
// @label "トルネード傾き処理"
f32 mTornadoTiltCancel; // @ 0.000000,1.000000,"ニュートラルに戻る速度",0.960000
f32 mTornadoTiltAngle; // @ 0.000000,1.000000,"傾き具合",0.330000
f32 mTornadoTiltSpeed; // @ 0.000000,1.000000,"傾く速度",0.018000
f32 mTornadoTiltOffSpeed; // @ 0.000000,1.000000,"非トルネード時に戻す速度",0.100000
f32 mTornadoTiltNear; // @ 0.000000,1.000000,"方向転換時の戻り具合",0.400000
// @label "トルネード反射処理"
u16 mTornadoReflectTimer; // @ 0,120,"壁反射時の0慣性タイマー",30
f32 mTornadoReflectSpeed; // @ 0.000000,1.000000,"壁反射時の強制速度",1.000000
// @label "スピン(ミニトルネード)"
u16 mAirWalkTimeSpin; // @ 0,1200,"スピン(ミニトルネード)中のホバリング可能時間",24
f32 mSpinCoinPullRadius; // @ 0.000000,1000.000000,"スピン中のコイン引き寄せ半径",600.000000
f32 mCoinPullAngleSpeedRatio; // @ 0.000000,1000.000000,"スピン中のコイン回転速度倍率",0.750000
f32 mCoinPullDistSpeedRatio; // @ 0.000000,1000.000000,"スピン中のコイン引き寄せ速度倍率",0.750000
u16 mSpinJumpCount; // @ 1,8,"スピン回数",2
u16 mSpinIntervalTime; // @ 0,500,"スピン終了後の禁止タイマ",45
f32 mSpinJumpHeight; // @ 0.000000,100.000000,"スピンジャンプ 到達高度",12.000000
f32 mSpinJumpGravity; // @ 0.000000,10.000000,"スピンジャンプ 重力 ",0.250000
// @end
// @start "かべ"
f32 mWallStickGrHeight; // @ 0.000000,1000.000000,"くっつける最低下方高さ",100.000000
f32 mWallStickFrHeight; // @ 0.000000,1000.000000,"くっつける最低上方高さ",50.000000
f32 mWallStickStepHeight; // @ 0.000000,1000.000000,"くっつける最低段差高低差",325.000000
f32 mWallDropSpeedStop; // @ 0.000000,100.000000,"つかまり中の落下速度",4.000000
f32 mWallDropSpeedNormal; // @ 0.000000,100.000000,"すべり中の落下速度",14.000000
f32 mWallJumpPowerXZ; // @ 0.000000,100.000000,"壁ジャンプXZ",13.000000
f32 mWallJumpPowerY; // @ 0.000000,100.000000,"壁ジャンプY速度",30.000000
f32 mWallBackJumpPowerXZ; // @ 0.000000,100.000000,"後壁ジャンプXZ",6.000000
f32 mWallBackJumpPowerY; // @ 0.000000,100.000000,"後壁ジャンプY速度",10.000000
s16 mWallStickTime; // @ 1,120,"壁にくっついて静止できる時間",15
s16 mWallStickTimeIce; // @ 1,180,"壁にくっついて静止できる時間(アイス壁)",60
s16 mWallReleaseTime; // @ 1,300,"無入力で滑っている時間",180
f32 mWallSideMoveRatio; // @ 0.000000,1.000000,"壁ヨコ移動の減衰率(1/n:n[fr]で0になる)",0.003000
f32 mJumpHeightBlown; // @ 0.000000,100.000000,"壁ヒット飛上り高さ",10.000000
f32 mGravityBlown; // @ 0.000000,100.000000,"壁ヒット落下重力",1.000000
f32 mWallHangGrHeight; // @ 0.000000,1000.000000,"角につかまれる最低下方高さ",225.000000
f32 mWallHangMyHeight; // @ 0.000000,1000.000000,"角までの最大距離",150.000000
s16 mHangBlendTime; // @ 0,120,"角つかまり時ブレンドタイム",10
f32 mWallPushAngleRange; // @ 0.000000,45.000000,"壁プッシュ(開始)許容アングル",20.000000
f32 mWallFrontAngleRange; // @ 0.000000,1.000000,"前方壁とみなすハーフアングル",0.500000
f32 mWallBackAngleRange; // @ 0.000000,1.000000,"後方壁とみなすハーフアングル",0.707000
f32 mWallStickCancelAngle; // @ -1.000000,1.000000,"前回くっついた壁との必要な角度差",0.100000
f32 mWallBackHangStickPower; // @ 0.000000,1.000000,"背面つかまり時のスティック最大許容入力",0.800000
f32 mWallBackHangWalkSpeed; // @ 0.000000,1.000000,"背面つかまり時の最大許容歩行速度",0.500000
f32 mWallTriJumpMargin; // @ 0.000000,1.000000,"三角飛びよりも壁法線を優先する角度差(cos)",0.996000
f32 mWallSpinFlipGround; // @ 0.000000,20.000000,"地上スピン衝突時弾き横速度",5.000000
f32 mWallSpinHopGround; // @ 0.000000,20.000000,"地上スピン衝突時弾き縦速度",12.000000
f32 mWallSpinFlipAirRatio; // @ 0.000000,2.000000,"空中スピン衝突時補正(乗算)",0.750000
// @end
// @start "クラップ"
u16 mClapCoinTime; // @ 1,30,"コイン1個あたりのウエイトタイム",6
f32 mClapCoinPullRate; // @ 0.000000,1.000000,"引き寄せ率",0.330000
f32 mClapJumpBonusRising; // @ 0.000000,100.000000,"上昇中ボーナスホップ",10.000000
f32 mClapJumpBonusFalling; // @ 0.000000,100.000000,"落下中ボーナスホップ",15.000000
f32 mHopLimit; // @ 0.000000,1000.000000,"ホップ加算リミット速度",10.000000
// @end
// @start "水泳"
f32 mSwimFrontAcc; // @ 0.000000,10.000000,"連打加速",4.000000
f32 mSwimFrontMaxSpeed; // @ 0.000000,100.000000,"連打最高速",11.500000
f32 mSwimFrontSpinSpeed; // @ 0.000000,100.000000,"スピン最高速",70.000000
f32 mSwimFrontNormalSpeed; // @ 0.000000,100.000000,"押し中定速",7.500000
// f32 mSwimFrontOnWaterAcc; // @ 0.00000,10.0, "連打加速", 5.0
f32 mSwimFrontOnWaterSpeed; // @ 0.000000,10.000000,"水上泳ぎ速度",7.500000
f32 mSwimFrontJetSpeed; // @ 0.000000,100.000000,"ジェット速度(赤い奴)",18.000000
f32 mSwimFrontJetSpeedSlow; // @ 0.000000,100.000000,"ジェット速度(量産型)",14.000000
f32 mSwimAccRatio; // @ 0.010000,10.000000,"(水中)ひと掻きテーブル倍率",1.500000
f32 mSwimAccMinRatio; // @ 0.000000,1.000000,"(水中)ひと掻き最小加速度倍率",0.100000
f32 mSwimFrontIne; // @ 0.000000,1.000000,"定速加速慣性",0.985000
f32 mSwimStopIne; // @ 0.000000,1.000000,"減速慣性(水中)",0.992000
f32 mSwimStopIneSurface; // @ 0.000000,1.000000,"減速慣性(水面)",0.980000
f32 mSwimRotSpeedX; // @ 0.000000,3.000000,"ピッチ回転最高速",0.040000
f32 mSwimRotSpeedZ; // @ 0.000000,3.000000,"旋回最高速",0.012000
f32 mSwimRotSpeedZStop; // @ 0.000000,10.000000,"静止中旋回速度",2.000000
f32 mSwimRotXIne; // @ 0.000000,1.000000,"ピッチ回転慣性",0.500000
f32 mSwimRotZIne; // @ 0.000000,1.000000,"旋回慣性",0.600000
f32 mSwimRotXIneT; // @ 0.000000,1.000000,"(with亀・水中)ピッチ回転慣性",0.500000
f32 mSwimRotZIneT; // @ 0.000000,1.000000,"(with亀・水中)旋回慣性",0.600000
f32 mSwimUpAcc; // @ 0.000000,100.000000,"浮力",0.100000
f32 mSwimUpMaxSpeed; // @ 0.000000,100.000000,"浮上最高速度",1.000000
f32 mWeightBlendRatioSwim; // @ 0.000000,1.000000,"水泳アニメブレンド変化率",0.040000
f32 mWeightBlendRatioSwimB; // @ 0.000000,1.000000,"水泳アニメブレンド変化率(バタ足)",0.200000
f32 mSwimFreeXback; // @ 0.000000,1.000000,"手放し時の戻り力(下〜横)",0.100000
f32 mSwimFreeXback2; // @ 0.000000,1.000000,"手放し時の戻り力(横〜上)",0.040000
f32 mSwimSpdYratio; // @ 0.000000,1.000000,"Y速度の圧力抵抗率",1.000000
f32 mSwimRotSpeedRatioSurface; // @ 0.000000,3.000000,"水上での旋回速度倍率",1.000000
u16 mJumpSinkTimer; // @ 0,120,"ジャンプ落下による浮力無視タイマ",12
u16 mJumpDamageSinkTimer; // @ 0,120,"ダメージ落下による浮力無視タイマ",40
f32 mSwimToWalkSpd; // @ 1.000000,100.000000,"速度を走行速度に引き継ぐ",10.000000
u16 mWaterDecInterval; // @ 1,300,"(酸素切れ後に)何フレームに一個ライフを減らすか",180
u16 mWaterDecSpinAcc; // @ 0,10,"スピンによる余分な酸素消費",0
u16 mOxygenMax; // @ 1,10000,"最大酸素容量(フレーム)",3600
// @start "カメさん"
f32 mSwimXJetRotRatio; // @ 0.000000,1.000000,"カメ中のピッチ旋回レシオ",0.400000
f32 mSwimXJetRotRatioRed; // @ 0.000000,1.000000,"カメ中のピッチ旋回レシオ【赤】",0.350000
f32 mTurboReductionStream; // @ 0.000000,1.000000,"カメ中の、水流減速率",0.500000
f32 mTurboReductionHitWall; // @ 0.000000,1.000000,"カメ中の、壁ヒット減速",0.100000
f32 mTurboReductionHitFloor; // @ 0.000000,1.000000,"カメ中の、床ヒット減速",0.995000
u16 mSwimJetPeriod1; // @ 0,3000,"亀・初期ダッシュ期間",180
u16 mSwimJetPeriod2; // @ 1,5000,"亀・減速終了期間",600
f32 mSwimJetPeriod1Ratio; // @ 1.000000,5000.000000,"亀・ダッシュ倍率",2.000000
f32 mSwimJetPeriod3Ratio; // @ 1.000000,5000.000000,"亀・最減速倍率",0.500000
// @end
// @start "Z沈降"
f32 mZsinkAngleX; // @ 0.000000,3.140000,"潜り角度",3.100000
u16 mZsinkMoveTimer; // @ 0,120,"浮力影響を受けないタイマ",15
u16 mZsinkSinkTimer; // @ 0,120,"固定沈降タイマ",50
u16 mZsinkStartTimer; // @ 0,120,"沈降開始フレーム",35
f32 mZsinkFrontSpeed; // @ 0.000000,100.000000,"前方速度",3.000000
// @end
// @start "特殊エントリー"
// @label "0:hipdrop/飛び込み, 1:/亀jet 2:/spin"
u16 mSwimSpecStartTimerA[3]; // @ 0,120,"定速タイマ",30,25,20
u16 mSwimSpecStartTimerB[3]; // @ 0,120,"沈降タイマ",40,30,25
// @end
// @start "[水泳]スピン"
u16 mSwimSpinReadyTime; // @ 0,300,"スピン準備時間",5
u16 mSwimSpinTime; // @ 0,300,"スピン時間[水中]-アニメ再生時間-",33
u16 mSwimDashTime; // @ 0,300,"スピンダッシュ時間[水中]-攻撃性能時間",30
u16 mSwimSpinFrontTime; // @ 0,300,"スピンダッシュ加速[水中]",24
u16 mSwimSpinYspeedTime; // @ 0,300,"縦回転制限時間[水中]",50
u16 mSwimSpinDownStep; // @ 0,300,"スピン減速開始残時間",30
f32 mSwimSpinSpeed; // @ 0.000000,3.140000,"スピン開始速度",0.000000
f32 mSwimSpinAcc1; // @ 0.000000,2.000000,"スピン減速率(開始後)",0.950000
f32 mSwimSpinAcc2; // @ 0.000000,2.000000,"スピン減速率(終了前)",0.960000
// u16 mSwimSpinOfsTime; // @ 0,120,"スピンため時間",30
u16 mSwimSpinMissOfsTime; // @ 0,120,"ミス時ため時間",30
f32 mSwimSpinAccRatio; // @ 0.100000,10.000000,"(水中)スピン加速テーブル倍率",0.700000
f32 mSwimSpinSurfaceAccRatio; // @ 0.100000,10.000000,"(水面)スピン加速テーブル倍率",0.700000
f32 mSwimSpinAccRatioR; // @ 0.100000,10.000000,"(水中)スピン減速テーブル倍率",0.100000
f32 mSwimSpinSurfaceAccRatioR; // @ 0.100000,10.000000,"(水面)スピン加速テーブル倍率",0.100000
// @end
// @start "[水泳]リングダッシュ"
u16 mSwimRingDashChargeTime; // @ 0,120,"リングダッシュ定速時間",15
u16 mSwimRingDashTime; // @ 0,1200,"リングダッシュタイマ",300
u16 mSwimRingDashFinishTime; // @ 0,1200,"減速開始時間",120
f32 mSwimRingDashSpeedRatio; // @ 1.000000,10.000000,"速度倍率",2.500000
// @end
// @start "[水泳]モーション"
f32 mSwimSurfaceSpeed; // @ 0.000000,5.000000,"水面泳ぎ速度",1.800000
f32 mSwimWaterSpeed; // @ 0.000000,5.000000,"水中泳ぎ速度",1.600000
f32 mSwimDriftSpeed; // @ 0.000000,5.000000,"水中弛緩速度",1.000000
u16 mSwimConnectIn; // @ 0,120,"手掻きコンボ受付フレーム",35
u16 mSwimConnectOut; // @ 0,120,"手掻きコンボ終了フレーム",60
f32 mSwimTiltZup; // @ 1.000000,100.000000,"静止中上向き見た目補正",5.000000
f32 mSwimTiltZdown; // @ 1.000000,100.000000,"静止中下向き見た目補正",10.000000
f32 mSwimTiltReal; // @ 0.100000,100.000000,"静止中下向き実方向補正",1.500000
f32 mSwimTiltSpd; // @ 0.100000,1.000000,"静止中向き変更速度",0.950000
// @end
// @start "[水泳]浮力"
f32 mSwimUpSurfaceDist; // @ 0.000000,1000.000000,"水面近くで、浮力が強くなる範囲",100.000000
f32 mSwimUpStrongDist; // @ 0.000000,1000.000000,"水面近くで、浮力が段階的に強くなる範囲",500.000000
f32 mSwimUpStrongRatio; // @ 0.000000,30.000000,"水面近くで、浮力が強くなる倍率",1.500000
f32 mSwimUpWeakDist; // @ 1.000000,3000.000000,"水底近くで、浮力が段階的に弱くなる範囲",600.000000
f32 mSwimUpBottomDist; // @ 1.000000,1000.000000,"水底近くで、浮力が弱くなる範囲",300.000000
f32 mSwimUpWeakRatio; // @ 0.000000,1.000000,"水底近くで、浮力が弱くなる倍率",0.100000
f32 mSwimReverseSinkRatio; // @ 0.000000,30.000000,"逆転沈降レシオ",8.000000
// @end
// @end
// @start "スライダー"
f32 mSliderBrakeIne; // @ 0.000000,1.000000,"ブレーキ慣性",0.900000
f32 mSliderWeightIne; // @ 0.000000,1.000000,"荷重慣性",0.900000
f32 mSliderSlopePow; // @ 0.000000,5.000000,"坂の影響度",0.500000
f32 mSliderWeightPow; // @ 0.000000,5.000000,"ターン影響度",0.900000
f32 mSliderMaxSpeed; // @ 0.000000,100.000000,"最高速度",32.000000
f32 mSliderBrakePow; // @ 0.000000,10.000000,"摩擦力",0.100000
f32 mSliderFrontTurnRatio; // @ 0.000000,1.000000,"前方向き直り速度",0.080000
f32 mSliderHeadRotateRatio; // @ 0.000000,1.000000,"頭方向回転速度",0.080000
f32 mSliderTiltRatio; // @ 0.000000,1.000000,"傾き変化速度",0.300000
// @end
// @start "ミツバチ"
f32 mBeeFlyRandomFactor; // @ 0.000000,10.000000,"飛行乱高下割合",0.000000
f32 mBeeFlyConstantFactor; // @ 0.000000,30.000000,"飛行定常割合",5.000000
f32 mBeeAirWalkAcc; // @ 0.000000,100.000000,"空中横移動加速度",0.100000
f32 mBeeAirWalkLimit; // @ 0.000000,100.000000,"空中横移動限界速度",8.000000
f32 mBeeAirWalkTurnSpd; // @ 0.000000,1.000000,"姿勢Y回転速度",0.050000
f32 mBeeSpeedRotateRatio; // @ 0.000000,1.000000,"速度の姿勢追従率",0.020000
f32 mBeeFreeDropAcc; // @ 0.000000,5.000000,"Aボタンフリー時の下方向加速度",0.100000
f32 mBeeFreeDropMaxSpd; // @ 0.000000,10.000000,"Aボタンフリー時の落下加算速度MAX",5.000000
f32 mBeePushRiseGravityEraser; // @ 0.000000,1.000000,"Aボタン押し時の落下低下低減率",0.900000
f32 mBeeStickJumpPower; // @ 0.000000,100.000000,"壁ジャンプ速度",20.000000
f32 mBeeStickJumpBonus; // @ -100.000000,100.000000,"壁ジャンプ高さ+",0.000000
f32 mBeeStickAngleLimit; // @ 0.000000,1.000000,"くっつける角度範囲",0.300000
f32 mBeeUpSpeedMax; // @ 0.000000,100.000000,"最大上昇速度",5.000000
f32 mBeeUpAccelRatio; // @ 0.000000,10.000000,"上昇時の加速度補正",1.000000
f32 mBeeAccelRatio; // @ 0.000000,1.000000,"A押し時の加速度補正",0.020000
f32 mBeeUpDownKiller; // @ 0.000000,1.000000,"A押し時、落下速度キャンセル率",0.300000
u16 mBeeGravityReviveTime; // @ 0,300,"飛行終了後、通常重力に戻すまでの時間",120
u16 mBeeGravityPowerTime; // @ 0,120,"最大出力に至るまでの時間",60
u16 mBeeAirWalkInhibitTime; // @ 0,120,"ジャンプ後羽ばたけない時間",30
u16 mBeeGravityPowerTimeV; // @ 0,120,"最大出力に至るまでの時間(垂直とび)",120
u16 mBeeAirWalkInhibitTimeV; // @ 0,120,"ジャンプ後羽ばたけない時間(垂直とび)",25
u16 mBeeGravityPowerTimeD; // @ 0,120,"最大出力に至るまでの時間(歩行落下)",60
u16 mBeeAirWalkInhibitTimeD; // @ 0,120,"ジャンプ後羽ばたけない時間(歩行落下)",35
f32 mBeeWallWalkCancelRadius; // @ 0.000000,2000.000000,"壁歩きモードを解除する、壁からの距離",1000.000000
f32 mBeeWallWalkCancelRadiusShort; // @ 0.000000,2000.000000,"上記の、短縮キューブ内における距離",300.000000
// @start "姿勢制御"
f32 mBeePoseDelayAngleAir; // @ 0.000000,3.140000,"空中での遅れ限界角度",0.500000
f32 mBeePoseDelayAngleGround; // @ 0.000000,3.140000,"空中での遅れ限界角度",0.130000
f32 mBeePoseDelayAccel; // @ 0.000000,10.000000,"遅れ加速度",1.000000
f32 mBeePoseLimitAngleAir; // @ 0.000000,3.140000,"空中での傾き限界角度",0.500000
f32 mBeePoseLimitAngleGround; // @ 0.000000,3.140000,"地上での傾き限界角度",0.150000
f32 mBeePoseHeadToFootLength; // @ 1.000000,200.000000,"頭から足下までの長さ",120.000000
f32 mBeePoseDelaySpeedLimit; // @ 0.000000,50.000000,"遅延速度リミッター",20.000000
f32 mBeePoseFrictionStop; // @ 0.000000,1.000000,"静止時摩擦係数",0.980000
f32 mBeePoseTransBlendingRatioStop; // @ 0.000000,1.000000,"静止時位置補間係数",0.800000
f32 mBeePoseFrictionMove; // @ 0.000000,1.000000,"動作時摩擦係数",0.950000
f32 mBeePoseTransBlendingRatioMove; // @ 0.000000,1.000000,"動作時位置補間係数",0.900000
// @end
// @end
// @start "ホッパー"
f32 mRabbitTurnRatio; // @ 0.000000,1.000000,"方向転換速度",0.080000
f32 mRabbitTurnRatio2; // @ 0.000000,1.000000,"方向転換速度(スーパージャンプ中)",0.200000
f32 mRabbitGravityRise; // @ 0.000000,10.000000,"重力UP",1.000000
f32 mRabbitGravityDrop; // @ 0.000000,10.000000,"重力DOWN",0.750000
f32 mRabbitFirstJump; // @ 0.000000,100.000000,"ホップ/投げ上げ速度",22.000000
f32 mRabbitMoveSpeed; // @ 0.000000,100.000000,"ヨコ移動速度",10.000000
f32 mRabbitMoveAcc; // @ 0.000000,100.000000,"ヨコ移動加速度",0.500000
f32 mRabbitMoveAcc2; // @ 0.000000,100.000000,"ヨコ移動加速度(SJ-上昇中)",0.075000
f32 mRabbitMoveAcc3; // @ 0.000000,100.000000,"ヨコ移動加速度(SJ-下降中)",0.250000
f32 mRabbitFirstJump2; // @ 0.000000,100.000000,"ステップ/投げ上げ速度",60.000000
f32 mRabbitGravityRise2; // @ 0.000000,10.000000,"ステップ/重力UP",1.200000
f32 mRabbitGravityDrop2; // @ 0.000000,10.000000,"ステップ/重力DOWN",1.000000
u16 mRabbitChargeTime2; // @ 0,120,"ステップ/ためフレーム",23
u16 mHopperLandingTime; // @ 0,120,"着地フレーム",10
// @end
// @start "テレサ"
f32 mTeresaHorizontalSpeedMax; // @ 0.000000,100.000000,"水平最高速度",10.000000
f32 mTeresaAlphaLevelMax; // @ 0.000000,9.000000,"αレベルMAX",8.000000
f32 mTeresaAlphaLevelInc; // @ 0.000000,1.000000,"αレベル増加速度",0.500000
f32 mTeresaAlphaLevelDec; // @ 0.000000,1.000000,"αレベル減少速度",0.200000
u16 mTeresaWallThroughTime; // @ 0,120,"α余韻時間",90
f32 mTeresaAngleUp; // @ 0.000000,1.700000,"上昇時傾きMAX",0.500000
f32 mTeresaAngleDown; // @ 0.000000,1.700000,"下降時傾きMAX",0.700000
f32 mTeresaWallReflectPower; // @ 0.000000,50.000000,"反射初速度",0.000000
f32 mTeresaWallReflectReduction; // @ 0.000000,1.000000,"反射減速率",0.980000
u16 mTeresaWallReflectTime; // @ 0,600,"反射操作不能時間",10
f32 mTeresaWaitHeight; // @ 0.000000,1000.000000,"ウエイト高度",50.000000
f32 mTeresaDropDownHeight; // @ 0.000000,1000.000000,"落下速度緩和区間",50.000000
f32 mTeresaBodyRadius; // @ 0.000000,200.000000,"テレサボディ半径",90.000000
f32 mTeresaAirWalkTurnSpd; // @ 0.000000,1.000000,"姿勢Y回転速度",0.080000
f32 mTeresaDropSpeedMax; // @ 0.000000,10.000000,"落下最高速度",0.800000
f32 mTeresaRiseSpeedMax; // @ 0.000000,10.000000,"上昇最高速度",0.800000
f32 mTeresaDropBase; // @ 0.000000,100.000000,"落下ベース速度",8.000000
f32 mTeresaUpInertia; // @ 0.000000,100.000000,"上昇ブースト終了後慣性",0.960000
u16 mTeresaAccelTime; // @ 1,120,"連打インターバル時間",2
u16 mTeresaTrgOnPushTime1; // @ 0,50,"ワンプッシュ慣性時間", 8
u16 mTeresaTrgOnPushTime2; // @ 0,50,"ワンプッシュ慣性終了時間",2
f32 mTeresaOnePushAccel1; // @ 0.000000,10.000000,"ワンプッシュアクセル",0.020000
f32 mTeresaOnePushAccel2; // @ 0.000000,10.000000,"上昇中アクセル",0.005000
f32 mTeresaNoPushDownRatio; // @ 0.000000,1.000000,"上昇終了後減速",0.990000
f32 mTeresaRisingBrake; // @ 0.000000,1.000000,"上昇中ブレーキ",0.200000
f32 mTeresaWindMovingBrake1; // @ 0.000000,1.000000,"ジャンプ速度アクセルブレーキ",0.900000
f32 mTeresaWindMovingBrake2; // @ 0.000000,1.000000,"ジャンプ速度落下ブレーキ",0.800000
f32 mTeresaWindMovingBrake3; // @ 0.000000,1.000000,"ジャンプ速度定性ブレーキ",0.999000
// @end
// @start "描画"
f32 mSilhouetteZoffset; // @ -1000.000000,1000.000000,"シルエットオフセット",0.000000
u8 mRibbonColor[4]; // @ 0,255,"リボンカラー(RGBA)",255,255,0,192
u8 mDamageFogLow; // @ 0,255,"ダメージフォグLow",40
u8 mDamageFogHigh; // @ 0,255,"ダメージフォグHigh",192
f32 mStarPieceFogLevel; // @ 0.100000,0.000000,"スターピースゲット明度",0.600000
u8 mStarPieceFogTime; // @ 0,255,"スターピース明滅時間",25
// @start "サーチライト"
u8 mSearchLightAlphaLevel; // @ 0,255,"サーチライトα",85
u8 mSearchLightBlurAlpha[3]; // @ 0,255,"加算用α(小→大)",40,20,10
f32 mSearchLightBlurScale[3]; // @ 0.000000,10.000000,"加算用スケール(小→大)",2.000000,3.000000,4.000000
u8 mSearchLightColor[4]; // @ 0,255,"サーチライトスポットカラー",80,80,80,210
// @end
// @start "ラスタースクロール"
f32 mRasterV; // @ 0.000000,1200.000000,"ラスター縦幅(Pixel)",0.000000
s32 mRasterSpeed; // @ 0,1200,"振動周期(フレーム)",0
f32 mRasterRange; // @ 0.000000,255.000000,"ラスター振幅(Pixel)",0.000000
// @end
// @end
// @start "ラッシュ"
u16 mRacketHoldTime; // @ 1,20000,"ラケット有効フレーム",1200
u16 mTornadoHoldTime; // @ 1,20000,"トルネード有効フレーム",1200
u16 mMetalHoldTime; // @ 1,20000,"メタル(無敵)有効フレーム",1200
u16 mFireModeTime; // @ 1,20000,"ファイア有効フレーム",1200
u16 mIceModeTime; // @ 1,20000,"アイス有効フレーム",1200
// @end
// @start "微調整"
f32 mHeadAngleFixMargin; // @ 0.000000,3.140000,"頭ベクトルを変化させないマージン",0.010000
f32 mFrontAngleFixMargin; // @ 0.000000,3.140000,"前方ベクトルを変化させないマージン",0.010000
u16 mCameraHeadRotationTimer; // @ 1,60,"カメラに渡す頭方向の回転時間",16
f32 mHeadRotateRatio; // @ 0.000000,1.000000,"通常時の頭方向(見た目)回転速度",0.100000
f32 mVibrationAbsorbAngleF; // @ 0.000000,3.140000,"見た目の振動吸収角度(前方)",0.100000
f32 mVibrationAbsorbAngleH; // @ 0.000000,3.140000,"見た目の振動吸収角度(頭)",0.010000
f32 mVibrationAbsorbAngleS; // @ 0.000000,3.140000,"見た目の振動吸収角度(サイド)",0.200000
f32 mSlopeAnimBlendRatio; // @ 0.000000,1.000000,"坂ウエイトアニメのブレンド速度",0.150000
f32 mRotateHeadVecSpeedByGravityL; // @ 0.000000,1.000000,"重力に頭方向を追従させる速度(大変化〜180)",0.500000
f32 mRotateHeadVecSpeedByGravityM; // @ 0.000000,1.000000,"重力に頭方向を追従させる速度(通常〜90)",0.100000
f32 mRotateHeadVecSpeedByGravityS; // @ 0.000000,1.000000,"重力に頭方向を追従させる速度(微小変化)",0.010000
f32 mLookMaxAngleH; // @ 0.000000,3.140000,"首の水平可動域(±)",0.700000
f32 mLookMaxAngleVP; // @ 0.000000,3.140000,"首の垂直可動域(+)",0.500000
f32 mLookMaxAngleVM; // @ 0.000000,3.140000,"首の垂直可動域(-)",0.100000
f32 mLookShoulderMoveMax; // @ 0.000000,20.000000,"首可動に伴う肩上昇MAX",8.000000
u16 mRushInBlendTimer; // @ 0,16,"ラッシュインタイマ(標準)",4
// @end
};
typedef struct marioConstTable MarioConstTable;
class MarioConst : public JORReflexible
{
friend class Mario;
friend class MarioActor;
private:
MarioConstTable *mTable[2];
u32 mCurrentTable;
public:
MarioConst(); // コンストラクタ。ここで初期化もしてしまう。
MarioConstTable *getConstTable(u32 lv) const { return( mTable[lv]); }
// MarioConstTable *getTable() const { return( mTable[0]); }
MarioConstTable *getTable() const { return( mTable[mCurrentTable]); }
void changeTable(u32 tbl) { mCurrentTable = tbl; }
#if MR_IS_DEBUG
virtual void genMessage(JORMContext *mc)
{
genNode(mc);
}
void genNode(JORMContext* mc);
void saveData();
void saveReleaseData();
#endif
};
</pre>
''marioconst.h'' (likely originally ''MarioConst.h'') is the other of the two C++ headers present in /Debug. Unlike LuigiConst.h, MarioConst.h contains a class, and has a corresponding source file, MarioConst.cpp, which can be seen in the symbol maps.
=== NeoScaleMap.gst ===
=== SampleTex.bti ===
=== StageSelectMenu.tbl ===
''stageselectmenu.tbl'' (likely originally ''StageSelectMenu.tbl'') contains information for a stage select menu that exists in the Develop version.
There are numerous symbols in the Develop symbol maps relating to this:
<pre>
005e7028 000014 805ee1e8 005ea3c8 4 __ct__12JMapInfoIterFRC12JMapInfoIter System.a StageSelectMenu.o
005e703c 000090 805ee1fc 005ea3dc 4 __ct__15StageSelectMenuFPCc System.a StageSelectMenu.o
005e70cc 000790 805ee28c 005ea46c 4 makeHierarchyFromFile__15StageSelectMenuFPCc System.a StageSelectMenu.o
005e785c 00018c 805eea1c 005eabfc 4 onSelected__15StageSelectMenuF12JMapInfoIter System.a StageSelectMenu.o
005e79e8 000014 805eeba8 005ead88 4 __as__19StageSelectMenuItemFRC19StageSelectMenuItem System.a StageSelectMenu.o
005e79fc 000160 805eebbc 005ead9c 4 DestroyElement___Q27JGadget76TVector<19StageSelectMenuItem,Q27JGadget33TAllocator<19StageSelectMenuItem>>FP19StageSelectMenuItemP19StageSelectMenuItem System.a StageSelectMenu.o
005e7b5c 000028 805eed1c 005eaefc 4 size__Q27JGadget76TVector<19StageSelectMenuItem,Q27JGadget33TAllocator<19StageSelectMenuItem>>CFv System.a StageSelectMenu.o
005e7b84 000058 805eed44 005eaf24 4 __dt__Q37JGadget76TVector<19StageSelectMenuItem,Q27JGadget33TAllocator<19StageSelectMenuItem>>23TDestructed_deallocate_Fv System.a StageSelectMenu.o
005e7bdc 000034 805eed9c 005eaf7c 4 uninitialized_copy<19StageSelectMenuItem>__3stdFP19StageSelectMenuItemP19StageSelectMenuItemP19StageSelectMenuItem_P19StageSelectMenuItem System.a StageSelectMenu.o
005e7c10 000040 805eedd0 005eafb0 4 __cl__Q22MR86FunctorV1M<P15StageSelectMenu,M15StageSelectMenuFPCvPv12JMapInfoIter_v,12JMapInfoIter>CFv System.a StageSelectMenu.o
005e7c50 000084 805eee10 005eaff0 4 clone__Q22MR86FunctorV1M<P15StageSelectMenu,M15StageSelectMenuFPCvPv12JMapInfoIter_v,12JMapInfoIter>CFP7JKRHeap System.a StageSelectMenu.o
001be9d8 00000c 80a36ef8 00a330b8 4 @60364 System.a StageSelectMenu.o
001beb0c 000010 80a3702c 00a331ec 4 __vt__Q22MR86FunctorV1M<P15StageSelectMenu,M15StageSelectMenuFPCvPv12JMapInfoIter_v,12JMapInfoIter> System.a StageSelectMenu.o
001beb7c 00000c 80a3709c 00a3325c 4 @55964 System.a StageSelectMenu.o
001beb88 000008 80a370a8 00a33268 4 __RTTI__Q22MR86FunctorV1M<P15StageSelectMenu,M15StageSelectMenuFPCvPv12JMapInfoIter_v,12JMapInfoIter> System.a StageSelectMenu.o
00009568 000004 80bb19e8 00ab9a88 4 DEFAULT_STAGE_TABLE_FILE_PATH__29@unnamed@StageSelectMenu_cpp@ System.a StageSelectMenu.o
</pre>
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Blackhole
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GalaxyMaster
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'''Blackholes''' are objects in both Super Mario Galaxy games that kill the player.
c3252273295101cabadd7115568a41cfcfef538f
Koizumi Super Mario Galaxy 2 Interview
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GalaxyMaster
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Super Mario Galaxy 2 interview with Yoshiaki Koizumi, from the "Tokoton Tanoshimu Super Mario Galaxy 2 Book" by Enterbrain Mook (Kadokawa Future Publishing).
Transcripted and translated by @CometMedal (Twitter).
---
前作「スーパーマリオギャラクシー」ではディレクターを務め、今回はプロデューサーとして制作に携わった小泉さん。ハードごとにタイトル名を変えていた3D「マリオ」シリーズの中で、同一ハードでは初めての完全続編となる本作は、どのようにして生まれたのか。さらにマリオの変身アクションからヨッシーそしてルーバの意外な真実(!?)まで、本作のすべてを知るキーパーソンに誕生秘話を伺いました。
"Mr. Koizumi, who had been the director of the previous "Super Mario Galaxy", was this time involved in production as the producer. In the 3D "Mario" series, where the titles changed across hardware, how was this game, the first complete sequel on the same hardware, born? Additionally, we asked a key person who knows everything about this game, from Mario's power-up mechanics to the surprising truth (!?) of Yoshi and Lubba, about the secret story of its birth."
ー3Dの「マリオ」としては珍しい、続編という形で「スーパーマリオギャラクシー2」を作ることになったきっかけについて教えてください。
"Please tell us about the reason you decided to make "Super Mario Galaxy 2" into a sequel, something that is rare for 3D "Mario"."
小泉 前作は2年半という期間と大きなパワーを懸けて作ったにも関わらず、出したアイデアや作った地形などをすべては使い切れなかったんです。その心残りと、宮本(宮本茂。「マリオ」や「ゼルダの伝説」の生みの親)から「同じシステムを使って短期間で続編を作ろうよ」と言われたこともあって、「よし、やろう」と。そしてスタッフを集めて、みんなで“前作のよかったところ捜し”から始めたんです。そこで「あの部分はよかった」というところと同時に、「よかったけど、もっと手を掛けたかった」という意見がみんなから出てきたので、同じシステムやステージを使った「スーパーマリオギャラクシー1.5」的なゲームが作れそうだな、と手応えを感じました。そのときはあまりがんばりすぎないようにという意味もあって「1.5」と呼んでいたんですが、結果的には内容も製作期間も「1.5」ところじゃないものになってしまいました(笑)。
Koizumi: Although the previous game was made with a great deal of power over a period of two and a half years, I couldn't use all the ideas I came up with, and the terrains I created. With that regret in mind, Miyamoto (Shigeru Miyamoto, the creator of "Mario" and "The Legend of Zelda") told me, "Let's make a sequel in a short period of time using the same system."
"Alright, let's do it."
We gathered up the staff and began by pinning down the best parts of the previous game. At the time "I was satisfied with that", everyone said, "That's fine, but we wanted to do more."
So, I heeded the response that I could create "Super Mario Galaxy 1.5" using the same system and stages.
At that time, I used to call it "1.5" because I didn't try too hard, but as a result, the content and production period became something that wasn't "1.5" (laughs).
ープレイしても前作のステージがたくさん使われているような印象はありませんでした(笑)。
"Even while playing, I didn't get the impression that many of the stages from the previous game were used (laughs)."
小泉 前作の特徴でもあった球場地形を活かした楽しませてかたも、まだたくさんあるという意見もありましたし、前作に採用されなかったアイデアなどを組み込むうちに、どんどん「1.5」から「2」と言えるボリュームになっていったんです。あと前作は、海外のお客さんから「難度が低い」という意見がありまして、今回は歯応えのある調整をしました。ただ、3Dのゲームはそもそも操作の敷居が高いので、ゲームの難度は上がっても操作的な難しさまで上がらないように注意しました。カメラワークやコースについてもこれまでのノウハウを活かして作りましたから、ゲームが難しくても、気持ちよくプレイしてもらえると思います。
Koizumi: An opinion was held of there still being many ways to entertain by making use of the playing field terrain, something that had been a feature of the previous game, and while incorporating ideas that had not made it into the previous game, the volume had gradually changed from "1.5" to "2". Also, it had been the opinion of overseas customers that the previous game was "less difficult", so this time, we made a tough adjustment. However, 3D games have a high mechanic threshold from the get-go, so I was careful not to increase the difficulty of the mechanics, even if the difficulty of the game increased. We whipped together the camerawork and courses by making the best use of our know-how so far, so even if the game is difficult, I think it can be played comfortably.
ー難度のほかに、続編だから実現することができた要素というものはありますか?
"In addition to the difficulty level, are there any other factors that could be realized because it's a sequel?"
小泉 新しいゲームを作るときは、まずシステムを理解してもらうところからスタートします。つまり、最初に各アクションについて、ひとつひとつ説明するチュートリアルを入れるんですが、それはある程度ゲームに詳しい人にとっては、もどかしく思ってしまう要素だと思うんです。「2」にすれば、前作を遊んだ人のためのゲームという側面も出てくるので、チュートリアルは必要な人だけが見られるような作りにできるなと。そこで今回、チュートリアルは”ヒントテレビ”という形にしています。知っているよという人は、ヒントテレビを飛ばしてもらえば、ゲーム開始直後からトップスピードのままゲームを楽しむことができるはずです。
Koizumi: When creating a new game, start by gaining an understanding of the system. In other words, I first include a tutorial that explains each action one-by-one, but I think that's an element that frustrates those who're familiar with the game to some extent. Becoming "2", it evokes aspects of a game for those who played the previous game, so a tutorial can be created and seen by those who need it. Therefore, this time, the tutorial comes in the form of the "Tip Network". If you have the know-how, you should be able to enjoy the game to its fullest extent just as the game starts after skipping the Tip Network.
ー「2」となると、やはり前作からプレイしておいたほうがいいような気がしてしまいますが?
"When it comes to '2', do you feel it better to have played the previous game?"
小泉 続編といってもシステム踏襲しているという意味で、ストーリーが全くの続き物というわけではないので、そこは気にしなくても大丈夫ですよ。
Koizumi: Although it's a sequel, the story isn't a complete continuation in the sense it follows the system, so there's no need to worry about it.
ー本作で初めて3Dの「マリオ」を体験する人もいると思いますが、いきなり「2」から始めても大丈夫ですか?
"I believe some will experience 3D 'Mario' for the first time through this game, but is it okay to begin so suddenly with '2'?"
小泉 3Dのマリオってホントいろいろなアクションができるので、初めての人はいきなりそのポテンシャルをすべて引き出すこと難しいかもしれません。それでもなんとかクリアーできるようにはしています。ただ、どんどんテクニックを身につけていけば、同じステージで違うクリアー方法が見つかって、上達するたびに新たな発見の楽しみを味わってもらえますので、いろいろなことにチャレンジしてもらいたいです。その助けとして、「2」では初心者の方々のために「はじめてのスーパーマリオギャラクシー2」という教本的なDVDをつけることにしたんです。このDVDはWiiリモコンの持ちかたから始まって、スーパープレイも収録されているという濃い内容です(笑)。“走り幅跳び“というアクションひとつひとつも、言葉による操作説明だけより上手い人のプレイ映像を見たほうがきょうみをもってもらえるとおもうので、このDVDを観ながらぜひ上達していってもらいたいですね。ヒントテレビを見ないような方も、後半のスーパープレイ種は役に立つと思います。
Koizumi: Since 3D Mario can truthfully perform various actions, it may be difficult for first-time users to suddenly bring out their full potential. Be as it is, I am trying to make it clearable one way or another. However, if you learn more and more techniques, you will find different methods of clearing the same stage, and each time you improve, you will find it possible to enjoy new discoveries. So, I would like for you to take on various challenges. To help with that, I decided to include a textbook DVD called "Super Mario Galaxy 2 For Beginners". This DVD starts with how to hold the Wii Remote, and is also rich in Super Play content (laughs). I think it'd be better to watch a recording of someone who is good at "long-jumping", rather than just explaining the mechanic in words. So, I'd like for you to improve as you watch this DVD. Even if you're the type not to watch the Tip Network, I believe the latter half pertaining to Super Play will come in handy.
『スーパーマリオギャラクシー1.5が、いつのまにか「2」になってしまいました』
Before I knew it, "Super Mario Galaxy 1.5" became "2".
ー本作からの新要素のお話になりますが、雲マリオやゴロ岩マリオなどの新変身アクションはどのように生まれたんでしょうか?
"I would like to talk about new elements in this game. How did new power-ups such as Cloud Mario and Rock Mario come about?"
小泉 スタッフたちとアイデアを出し合って、その中で振るい落されずに残ったものが入っています。採用された変身アクションも、雲や岩や最初ではないんです。スピンをすると足場ができたり、Wiiリモコンを振ったら転がるというアイデアがさきにあって、「これはユニークだから変身にしよう」という感じで決定していきました。空中に現れる足場といったら雲かなということで、それに合わせたコスチュームとして雲マリオという設定ができあがっていくんですね。ちなみに、変身の候補には“ホネマリオ“なんていうものもありました。詳しく言えないので、どんな性能だったかな、皆さんのご想像にお任せします(笑)。
Koizumi: I came up with ideas alongside the staff, and some survived being scrapped. Of the ideas we implemented, Cloud and Rock weren't the first. We had an idea previously that a foothold could be created by spinning, or that one could roll by shaking the Wii Remote, and I decided on it, feeling, "This is unique, so let's turn it into a power-up."
The foothold that appears midair could be a cloud, so a Cloud Mario setting with a costume to match was created. By the way, there had been a candidate for a power-up called "Bone Mario". I can't go into detail, so I'll leave it to everyone's imaginations as to how it worked (laughs).
ー(笑)。あと、ヨッシーの登場も本作の大きな新要素ですよね。
"(Laughs) Also, the appearance of Yoshi is a big, new element in this game, huh?
小泉 じつは、5年まえに書いた前作の企画書の段階からヨッシーはいたんです。もともとアイデアはあったんですが、球状地形や重力を使ったアクションは、ほかのゲームでもやっていない初体験で、それにヨッシーを組み合わせると遊びの要素が多すぎると判断したんです。前作でそれらを実現できたので、今回は晴れてヨッシーにチャレンジすることができました。
Koizumi: Truthfully, Yoshi had been part of the planning document for the previous game that I wrote five years ago. Originally, I had an idea, but the mechanics utilizing spherical terrains and gravity were a new experience to me that I had not used in other games, and I decided that combining it with Yoshi brought out too many play elements. I was able to bring them to fruition in the previous game, so this time around, I was gleefully able to take on the Yoshi challenge.
ーヨッシーの出るギャラクシーは、何の前触れもなくタマゴが置いてありますが、宇宙にもヨッシーが存在できたと(笑)。
"In galaxies Yoshi appears, eggs are strewn about with no rhyme or reason, but Yoshi being able to exist in outer space... (laughs).
小泉 今回はスペースヨッシーですから!ヨッシーはいろいろなところにいるんです(笑)。
Koizumi: That's because this time around, it's a Space Yoshi! Yoshi can be found in various places (laughs).
ーあと今回のヨッシーは、降りてしばらく放っておくと、自然とタマゴに戻っちゃいますよね?
"And this time, Yoshi will naturally return to his egg if you hop off and leave him for a while, right?"
小泉 ホームシックになるんでしょう。これも宇宙の神秘ですね(笑)。
Koizumi: He becomes homesick. This too is a mystery of the cosmos, huh (laughs).
ー(笑)。ヨッシーは3種類の変身をしますが、変身に合わせたコースが登場しますよね。これはコースに合わせて変身を作ったんでしょうか?
"(Laughs) Yoshi is able to make use of three types of power-ups, and there are courses to match them. Were the power-ups made for these courses?
小泉 いえ、基本的には変身アクションを作るほうがさきです。たとえば、とあるアイテムや変身を作ったとして、それをどういうコースで遊ぶとおもしろいのか、といった考えかたで作っていますので、コースのために変身を作ることはあまりないんです。
Koizumi: No, the power-up mechanics were created first. For example, if I create a certain item or power-up, I make it based on the idea of what kind of course it is interesting to play with, so I don't often make power-ups for the course.
ーなるほど。ちなみに小泉さんのお気に入りのギャラクシーはありますか?
"I see. By the way, do you have a favorite galaxy?"
小泉 ドリルという新アイテムがあるのですが、それを使ったギャラクシーですね。じつは前作から星の中の突き抜けて反対側へ行くというネタで何かできるはずだと宮本と言っていたのですが、その答えを前作では出せていなかったんです。今回スタッフたちの出したドリルというアイデアは裏側に突き抜けることで、パズル要素のあるおもしろいステージができるというネタ込みで出たアクションだったので、ようやく実現できたなと。
Koizumi: There is a new item called the Spin Drill, and it's the galaxies that make use of it. Truthfully, Miyamoto said we should be able to do something with the concept of piercing through the planet and coming out of the other side, but it wasn't something that could be answered in the previous game. The idea of a drill that the staff proposed this time around was a mechanic that involved the creation of an interesting stage with puzzle elements by drilling through the backside, and it finally came to fruition.
ー星船マリオもちょっと変わった仕掛けですね。
"Starship Mario is also a somewhat different mechanic, isn't it?"
小泉 前作の企画書からマリオ型の惑星を作ることは考えていったんです。が、当時は地形として表現するのが技術的に難しいことがたくさんあって......。ただ、前作のノウハウのおかげて実現できることが実証されて、今回はスタッフが作ってくれました。これも「2」という続編のメリットですね。
Koizumi: I had been thinking about creating a Mario-esque planet from the previous game's plans. However, at the time, there were many things that were technically difficult to express as terrain. But, it was proved to be possible thanks to the know-how we had from the previous game, and this time, the staff created it. This, too, is the merit of a "2"nd sequel.
ー星船マリオを用意してくれるルーバは、とてもユニークなギャラクシーに感じました。
"Lubba preparing Starship Mario gave me a feeling of a very unique Galaxy."
小泉 ストーリーの案内役として用意したんですが、ときどきしょうもない話をするおばちゃんです(笑)。
Koizumi: I had set him up to be the story guide, but he's a grandma who rattles off useless things on occasion (laughs).
ーおばちゃんなんですか!?
"A grandma!?"
小泉 あ、いや、性別はわかりません(笑)。まぁ気のいいキャラで「ちょっとちょっと!」と呼んでいるからわざわざ行って話しかけてみると、「あんたら、がんばってるじゃない」とねぎらってくれたり(笑)。ほかにも、スターピースを当たると反応をしたりといろいろユニークなリアクションしてくれますので、星船マリオともども愛着を持ってほしいですね。
Koizumi: Ah, no, I don't know his gender (laughs). Well, he's a nice character, and when he calls out, "Hold up a sec!", and I mosey on over to speak to him, he says, "You've been through a lot lately, huh?" (laughs)
To add, if you shoot him with a Star Bit, he'll react in various ways. I pray you'll find yourself attached to Starship Mario.
ーあと、ゲームを進めていくと「スーパーマリオ64」のコースが入っていて驚きました。
"Also, as I proceeded further in the game, I was surprised to see the inclusion of a "Super Mario 64" course.”
小泉 今回、「スーパーマリオ64」と「スーパーマリオサンシャイン」のコースを再現した懐かしのギャラクシーを入れています。どちらも当時のコースを本作の変身アクションで遊べるので、ちょっと違った感覚で楽しめると思います。
Koizumi: This time, we've added a nostalgic galaxy that evokes the courses of "Super Mario 64" and "Super Mario Sunshine". You can play either course of that time with the power-up mechanics of this game, so I think it's possible to enjoy it with a slightly different feeling.
ー忘れてはならない”2人協力プレイ”も、今回は非常に便利に感じました。
"I also felt as though the unforgettable "Co-Star Play" was very convenient this time around."
小泉 ある意味ゲームバランスを壊しているかも(笑)。役割は前作のアシストプレイと変わっていませんが、コインや1UPキノコを取ったりと、2P側が介入できる要素を増やしました。じつは今回のタイトルロゴにもアシストチコがいるんですが、それぐらい”2人協力プレイ”は推したい部分です。前作以上に貢献している感覚と達成感が味わえるので、楽しいです。
Koizumi: In a sense, it may be breaking the game balance (laughs). It plays the same role as Co-Star mode in the previous game, but with more ways P2 can interact, such as by grabbing Coins and 1-UP Mushrooms. Truthfully, the Co-Star Luma is in the game's logo, because "Co-Star Mode" is the part I want to recommend. It's fun because you can enjoy the feeling of contributing and accomplishment more than in the previous game.
ー手伝おうと見せかけてマリオのジャマをすることもできちゃいますよね(笑)。
"You can even pretend to help Mario and get in the way, right? (laughs)"
小泉 せっかくふたりで遊ぶのなら、便利にするだけじゃないほうがいろいろ盛り上がるはずですから。まぁ、いたずらは適度に!(笑)
Koizumi: If you're playing with two people, not making it easy should be exciting. Well, prank responsibly! (laughs)
ーでは、これから本作に挑戦しようとしている読者にメッセージをお願いします。
"Please give a message to readers who are going to take on this game."
小泉 必要最低限のヒントと歯応えのある仕掛けで、最近では珍しいくらい骨太なアクションゲームになりました。でも、「スーパーマリオ」ってそういうゲームだったんですよ。ミスをしながら上達していく。上手くなりたいという気持ちはみなさんお持ちだと思うので、がんばってチャレンジしてください。努力すれば必ず乗り越えられます!
Koizumi: With minimal necessary hints and difficult gimmicks, action games have recently become unusually robust. But, so had been "Super Mario". Even while making mistakes, I will improve. I believe everyone holds the desire to improve, so please do your best and take up the challenge. If you put in the work, you'll definitely overcome it!
-3Dのゲームのゲームに苦手意識を持っているユーザーに対しては何かありますか?
"Anything for users who aren't good at playing 3D games?"
小泉 3Dのゲームといっても、迷ったりすることのない明確なステージをたくさん用意しました。なので、食わず嫌いをしないで遊んでいただきたいと思います。しばらくゲームで遊んでいなかった方には、「いまの『マリオ』ってこうなってるんだ」と驚かれることも多いと思いますが、「『マリオ』ってこんなだったな」と懐かしく思っていただけるような一面もあります。プレイするお客さんの共感が損なわれるようなゲームにはなっていませんので、ぜひ最後まで遊んでください。そしてクリアーしたら、ぜひぜひ前作も遊んでいただきたいですね(笑)。
Koizumi: Although it's a 3D game, we've prepared plenty of clear-cut levels that you won't get lost in. So, I ask that you play and not knock it until you try it. People who've been out of gaming for a while may find themselves surprised that "Mario is like this now", but there is also a nostalgic "Mario has been like this" side to it. This game is not designed to insult the memory of the customers who play it, so please play it to the end. And if you beat it, I definitely want you to play the previous game (laughs).
96de8ec11c0afe87230d709621e97724356b3d5f
Development timeline
0
8
285
251
2023-04-28T22:53:04Z
GalaxyMaster
1
/* Super Mario Galaxy */
wikitext
text/x-wiki
== Super Mario Galaxy ==
Development on Super Mario Galaxy started circa May 2005.<ref>"Koizumi: Although the previous game was made with a great deal of power over a period of two and a half years..." [[Koizumi Super Mario Galaxy 2 Interview]]</ref> It was revealed to the public about a year later, on May 9, 2006, at that year's Electronic Entertainment Expo (E3).
Super Mario Galaxy development started on the GameCube, before Wii hardware was available to [[Nintendo EAD Tokyo|EAD]]. This continued until no earlier than February 2006, when the first Wii hardware, in the form of NDEVs, became available to EAD. By the time of the game's reveal at E3, the game was running on Wii hardware, either an NDEV or RVT-R reader.
The various Super Mario Galaxy regional builds were released on:
* Jp: November 1, 2007
* Us: November 12, 2007
* Eu: November 16, 2007
* Kr: September 4, 2008
Jp, Us, and Eu were probably all built at the same time. Kr was built later; it uses the latest version of the Wii SDK at the time of its release.
=== Datestamps ===
All known datestamps in Super Mario Galaxy:
* 2006-01-11 ([[demomario.xnim|/ObjectData/DemoMario.arc/demomario/demomario.xnim]])
* 2007-07-27 (/ObjectData/Penguin.arc/penguin/reaction.dtp)
* 2007-08-15 (/ObjectData/Rosetta.arc/rosetta/spin.dck)
== Super Mario Galaxy 2 ==
Super Mario Galaxy 2 development is said to have begun shortly after Super Mario Galaxy 1 was released. It was revealed to the public on June 2, 2009, at that year's Electronic Entertainment Expo (E3). Later that day, Shigeru Miyamoto said in an interview that "Galaxy 2 is very, very far along, but since Nintendo has New Super Mario Bros. Wii, it's going to hold off and keep Galaxy 2 for next year."<ref>https://www.ign.com/articles/2009/06/03/e3-2009-shigeru-miyamoto-roundtable-liveblog</ref>
The various Super Mario Galaxy 2 regional builds were released on:
* Us: May 23, 2010
* Jp: May 27, 2010
* Eu: June 11, 2010
* As: December 4, 2010
* Kr: January 20, 2011
Like Super Mario Galaxy 1, Jp, Us, and Eu were probably all built at the same time. Kr and As were built later; they use the latest version of the Wii SDK at the time of their release.
=== Datestamps ===
All known datestamps in Super Mario Galaxy 2:
* 2007-07-27 (/ObjectData/Penguin.arc/Penguin/Reaction.dtp) (identical to the file in Super Mario Galaxy 1)
* 2009-11-05 (/ObjectData/Sandy.arc/Sandy/Close.dva)
* 2010-03-17 (/ObjectData/BossJugem.arc/BossJugem/DemoBossJugemDown.dtp
1245b1de0801c492bb1c45c9206e521f64f720ce
289
285
2023-04-30T07:24:21Z
GalaxyMaster
1
add more datestamps
wikitext
text/x-wiki
== Super Mario Galaxy ==
Development on Super Mario Galaxy started circa May 2005.<ref>"Koizumi: Although the previous game was made with a great deal of power over a period of two and a half years..." [[Koizumi Super Mario Galaxy 2 Interview]]</ref> It was revealed to the public about a year later, on May 9, 2006, at that year's Electronic Entertainment Expo (E3).
Super Mario Galaxy development started on the GameCube, before Wii hardware was available to [[Nintendo EAD Tokyo|EAD]]. This continued until no earlier than February 2006, when the first Wii hardware, in the form of NDEVs, became available to EAD. By the time of the game's reveal at E3, the game was running on Wii hardware, either an NDEV or RVT-R reader.
The various Super Mario Galaxy regional builds were released on:
* Jp: November 1, 2007
* Us: November 12, 2007
* Eu: November 16, 2007
* Kr: September 4, 2008
Jp, Us, and Eu were probably all built at the same time. Kr was built later; it uses the latest version of the Wii SDK at the time of its release.
=== Datestamps ===
All known datestamps in Super Mario Galaxy:
* 2006-01-11 ([[demomario.xnim|/ObjectData/DemoMario.arc/demomario/demomario.xnim]])
* 2007-02-15 (/ObjectData/DemoSheet.arc/demosheet/demokoopajrshipbattleprogressinfo.txt)
* 2007-07-27 (/ObjectData/Penguin.arc/penguin/reaction.dtp)
* 2007-08-15 (/ObjectData/Rosetta.arc/rosetta/spin.dck)
== Super Mario Galaxy 2 ==
Super Mario Galaxy 2 development is said to have begun shortly after Super Mario Galaxy 1 was released. It was revealed to the public on June 2, 2009, at that year's Electronic Entertainment Expo (E3). Later that day, Shigeru Miyamoto said in an interview that "Galaxy 2 is very, very far along, but since Nintendo has New Super Mario Bros. Wii, it's going to hold off and keep Galaxy 2 for next year."<ref>https://www.ign.com/articles/2009/06/03/e3-2009-shigeru-miyamoto-roundtable-liveblog</ref>
The various Super Mario Galaxy 2 regional builds were released on:
* Us: May 23, 2010
* Jp: May 27, 2010
* Eu: June 11, 2010
* As: December 4, 2010
* Kr: January 20, 2011
Like Super Mario Galaxy 1, Jp, Us, and Eu were probably all built at the same time. Kr and As were built later; they use the latest version of the Wii SDK at the time of their release.
=== Datestamps ===
All known datestamps in Super Mario Galaxy 2:
* 2007-07-27 (/ObjectData/Penguin.arc/Penguin/Reaction.dtp) (identical to the file in Super Mario Galaxy 1)
* 2009-11-05 (/ObjectData/Sandy.arc/Sandy/Close.dva)
* 2010-03-17 (/ObjectData/BossJugem.arc/BossJugem/DemoBossJugemDown.dtp
* /ObjectData/WiiMessageImage.arc/WiiMessageImage/AllCompleteImage.bin:
:Creation date: 2010-04-01 21:56:06+09:00
:Modification date: 2010-04-02 12:23:08+09:00
* /ObjectData/WiiMessageImage.arc/WiiMessageImage/NormalEndingImage.bin:
:Creation date: 2010-03-26 15:51+09:00
:Modification date: 2010-04-02 03:01:07+09:00
9745729768b76c59c144a825d290470ffd7acab8
THP
0
20
286
41
2023-04-29T00:17:14Z
HummingOwl
9
Added VLC as tool to open THP videos
wikitext
text/x-wiki
[[Category:File formats]]
{{SDK Reference}}
'''THP''' does not stand for anything unlike other file formats. It's mainly used for prerendered cutscenes and other prerendered videos. This format was also used on the Nintendo GameCube.
= Format Specifications =
Below you'll find helpful tables on how the file is structured
== Header ==
Each THP starts with a ''header''
{| class="wikitable"
! Offset !! Type !! Description
|-
| 0x00 || String || "THP0" in ASCII
|-
| 0x04 || UInt32 || ''Version Number''. SMG uses 0x1048832
|-
| 0x08 || UInt32 || The Maximum Frame data size
|-
| 0x0C || UInt32 || Max no. of Audio Samples. SMG uses 0x570556416
|-
| 0x10 || Float || Frame Rate. Defaults to 29.97 in ''THPConv.exe''. SMG uses 59.97 (the max value)
|-
| 0x14 || UInt32 || Total number of frames
|-
| 0x18 || UInt32 || The length of the first frame
|-
| 0x1C || UInt32 || The length of ALL frames
|-
| 0x20 || UInt32 || Offset to components
|-
| 0x24 || UInt32 || Offset to FrameOffsetData
|-
| 0x28 || UInt32 || First frame offset
|-
| 0x2C || UInt32 || Last frame offset
|-
|}
== Frame Comp Info ==
This section is for the Component structure
{| class="wikitable"
! Offset !! Type !! Description
|-
| 0x00 || UInt32 || Number of components in this frame. Max is 16
|-
| 0x04 || UInt8[16] || Component types (0 = video, 1 = audio, -1 = none)
|-
|}
== Video ==
This section contains the video data.
{| class="wikitable"
! Offset !! Type !! Description
|-
| 0x00 || UInt32 || Width. SMG uses 640
|-
| 0x04 || UInt32 || Height. SMG uses 368
|-
| 0x08 || UInt32 || Video format (Only used in certain versions)
|-
|}
== Audio ==
This sections contains the audio data.
{| class="wikitable"
! Offset !! Type !! Description
|-
| 0x00 || UInt32 || Number of Audio Channels (Min is 0, Max is 2)
|-
| 0x04 || UInt32 || Frequency
|-
| 0x08 || UInt32 || Number of samples played
|-
| 0x0C || UInt32 || Number of tracks (Only used in certain versions)
|-
|}
== Frame ==
A frame starts with a frame ''header''
{| class="wikitable"
! Offset !! Type !! Description
|-
| 0x00 || UInt32 || Total size of the next frame
|-
| 0x04 || UInt32 || Total size of previous frame
|-
| 0x08 || UInt32 || Total size of the current frame
|-
| 0x0C || UInt32 || Audio size (Only if there is audio in the current frame)
|-
| 0x0C or 0x10 || colspan="2" style="text-align:center; background: #d0d0d0;" | Image Data
|-
|}
=== Video ===
Video data
{| class="wikitable"
! Offset !! Type !! Description
|-
| 0x00 || Int8['''I'''] || Image Data
|-
| '''I''' || colspan="2" style="text-align:center; background: #d0d0d0;" | End of Image Data
|-
|}
=== Audio ===
{| class="wikitable"
! Offset !! Type !! Description
|-
| 0x00 || UInt32 || Channel size
|-
| 0x04 || UInt32 || Number of samples
|-
| 0x08 || Int16[16] || Table 1
|-
| 0x28 || Int16[16] || Table 2
|-
| 0x48 || Int16 || Channel 1 previous 1
|-
| 0x4A || Int16 || Channel 1 previous 2
|-
| 0x4C || Int16 || Channel 2 previous 1
|-
| 0x4E || Int16 || Channel 2 previous 2
|-
| 0x50 || colspan="2" style="text-align:center; background: #d0d0d0;" | Audio Data
|-
|}
{| class="wikitable"
! Offset !! Type !! Description
|-
| 0x00 || Int8['''M'''] || Audio Data
|-
| '''M''' || colspan="2" style="text-align:center; background: #d0d0d0;" | End of Audio Data
|-
|}
= Tools =
The following tools can handle THP files:
* [https://github.com/soopercool101/BrawlCrate BrawlCrate] (Can only view the files)
* [https://www.ffmpeg.org/ ffmpeg] (Can convert THP videos to other video formats)
* [https://www.videolan.org/vlc/ VLC media player] (Can reproduce THP video files)
* [https://sites.google.com/site/wiiflowiki4/trailers/thp-video-convertor Wiiflow THP Video Converter] (Creates thp videos. Only supports 30 fps)
* [https://github.com/Lord-Giganticus/THP-Conveter THP-Converter] (Can convert to and from THP files using other programs)
* [[THPConv|THPConv.exe]] (Nintendo's internal program to make thp videos, used by other programs)
c09918aa3429e3ed40144389d092c59b6e09cffd
287
286
2023-04-29T01:30:36Z
HummingOwl
9
Added GM's port of THPConv for Linux as tool
wikitext
text/x-wiki
[[Category:File formats]]
{{SDK Reference}}
'''THP''' does not stand for anything unlike other file formats. It's mainly used for prerendered cutscenes and other prerendered videos. This format was also used on the Nintendo GameCube.
= Format Specifications =
Below you'll find helpful tables on how the file is structured
== Header ==
Each THP starts with a ''header''
{| class="wikitable"
! Offset !! Type !! Description
|-
| 0x00 || String || "THP0" in ASCII
|-
| 0x04 || UInt32 || ''Version Number''. SMG uses 0x1048832
|-
| 0x08 || UInt32 || The Maximum Frame data size
|-
| 0x0C || UInt32 || Max no. of Audio Samples. SMG uses 0x570556416
|-
| 0x10 || Float || Frame Rate. Defaults to 29.97 in ''THPConv.exe''. SMG uses 59.97 (the max value)
|-
| 0x14 || UInt32 || Total number of frames
|-
| 0x18 || UInt32 || The length of the first frame
|-
| 0x1C || UInt32 || The length of ALL frames
|-
| 0x20 || UInt32 || Offset to components
|-
| 0x24 || UInt32 || Offset to FrameOffsetData
|-
| 0x28 || UInt32 || First frame offset
|-
| 0x2C || UInt32 || Last frame offset
|-
|}
== Frame Comp Info ==
This section is for the Component structure
{| class="wikitable"
! Offset !! Type !! Description
|-
| 0x00 || UInt32 || Number of components in this frame. Max is 16
|-
| 0x04 || UInt8[16] || Component types (0 = video, 1 = audio, -1 = none)
|-
|}
== Video ==
This section contains the video data.
{| class="wikitable"
! Offset !! Type !! Description
|-
| 0x00 || UInt32 || Width. SMG uses 640
|-
| 0x04 || UInt32 || Height. SMG uses 368
|-
| 0x08 || UInt32 || Video format (Only used in certain versions)
|-
|}
== Audio ==
This sections contains the audio data.
{| class="wikitable"
! Offset !! Type !! Description
|-
| 0x00 || UInt32 || Number of Audio Channels (Min is 0, Max is 2)
|-
| 0x04 || UInt32 || Frequency
|-
| 0x08 || UInt32 || Number of samples played
|-
| 0x0C || UInt32 || Number of tracks (Only used in certain versions)
|-
|}
== Frame ==
A frame starts with a frame ''header''
{| class="wikitable"
! Offset !! Type !! Description
|-
| 0x00 || UInt32 || Total size of the next frame
|-
| 0x04 || UInt32 || Total size of previous frame
|-
| 0x08 || UInt32 || Total size of the current frame
|-
| 0x0C || UInt32 || Audio size (Only if there is audio in the current frame)
|-
| 0x0C or 0x10 || colspan="2" style="text-align:center; background: #d0d0d0;" | Image Data
|-
|}
=== Video ===
Video data
{| class="wikitable"
! Offset !! Type !! Description
|-
| 0x00 || Int8['''I'''] || Image Data
|-
| '''I''' || colspan="2" style="text-align:center; background: #d0d0d0;" | End of Image Data
|-
|}
=== Audio ===
{| class="wikitable"
! Offset !! Type !! Description
|-
| 0x00 || UInt32 || Channel size
|-
| 0x04 || UInt32 || Number of samples
|-
| 0x08 || Int16[16] || Table 1
|-
| 0x28 || Int16[16] || Table 2
|-
| 0x48 || Int16 || Channel 1 previous 1
|-
| 0x4A || Int16 || Channel 1 previous 2
|-
| 0x4C || Int16 || Channel 2 previous 1
|-
| 0x4E || Int16 || Channel 2 previous 2
|-
| 0x50 || colspan="2" style="text-align:center; background: #d0d0d0;" | Audio Data
|-
|}
{| class="wikitable"
! Offset !! Type !! Description
|-
| 0x00 || Int8['''M'''] || Audio Data
|-
| '''M''' || colspan="2" style="text-align:center; background: #d0d0d0;" | End of Audio Data
|-
|}
= Tools =
The following tools can handle THP files:
* [https://github.com/soopercool101/BrawlCrate BrawlCrate] (Can only view the files)
* [https://www.ffmpeg.org/ ffmpeg] (Can convert THP videos to other video formats)
* [https://www.videolan.org/vlc/ VLC media player] (Can reproduce THP video files)
* [https://sites.google.com/site/wiiflowiki4/trailers/thp-video-convertor Wiiflow THP Video Converter] (Creates THP videos. Only supports 30 fps)
* [https://github.com/Lord-Giganticus/THP-Conveter THP-Converter] (Can convert to and from THP files using other programs)
* [[THPConv|THPConv.exe]] (Nintendo's internal program to make THP videos, used by other programs)
* [https://github.com/MasterofGalaxies/THPConv THPConv (for Linux)] (Port of Nintendo's THPConv tool to Linux)
a4ec68fc0c1990e5e505f6b86abbdc1c6a6722a8
THPConv
0
21
288
42
2023-04-29T23:58:41Z
HummingOwl
9
re-write THPConv page (Wii SDK)
wikitext
text/x-wiki
[[Category:Tools]]{{SDK Reference}}
<hr style="background-color:transparent;">
'''THPConv.exe''' is a prebuilt Win32 console application that Nintendo provides in the Wii and GCN SDKs. It is used to convert sequential JPEG images into a THP video format (with an option to include audio into it from a WAV audio file) and to include/replace audio of an existent THP video. It needs the '''dsptool.dll''' file to work.
There is a similar program called '''THPConvD.exe''' included alonside '''THPConv.exe''' and according to the Wii SDK docs:
<blockquote><i>there is no difference in how the two behave. Normally you should use THPConv.exe. THPConvD.exe remains in order to maintain compatibility with past systems.</i></blockquote>
So you may use either '''THPConv.exe''' or '''THPConvD.exe''' to make/edit THP files (be sure to have the respective '''dsptoolD.dll''' for '''THPConvD.exe''').
Linux users can use [https://www.winehq.org/ Wine] to run both program.
<br>
<h1><b>Converting Sequential JPEG files to THP Movie Data</b></h1>
<hr style="background-color:transparent;">
<h2><b>Description</b></h2>
<hr style="background-color:transparent;">
The following describes how to use the <code>THPConv</code> tool to convert '''Sequential JPEG files''' to '''THP movie data''':
<pre>THPConv.exe -j <*.jpg> -d <outputfile> [-<option> <argument>]</pre>
Options Description:
<hr style="background-color:transparent;">
<table border="1" cellpadding="3" cellspacing="0">
<tr align="center">
<th width="50" bgcolor="#C0C0C0">Option</th>
<th width="100" bgcolor="#C0C0C0">Argument</th>
<th bgcolor="#C0C0C0">Description</th>
</tr>
<tr>
<th align="center" width="50" bgcolor="#FFFFCC">-j</th>
<td align="center" width="100" bgcolor="#E6E6FA"><*.jpg></td>
<td>Specifies the input files (sequential JPEG files). Wildcard characters ("*") can be used. This argument must <strong>always be specified</strong>.</td>
</tr>
<tr>
<th align="center" width="50" bgcolor="#FFFFCC">-d</th>
<td align="center" width="100" bgcolor="#E6E6FA"><outputfile></td>
<td>Specifies the output file (THP file). This argument must <strong>always be specified</strong>.</td>
</tr>
</table>
<br>
<table border="1" cellpadding="3" cellspacing="0">
<tr>
<th align="center" width="50" bgcolor="#FFFFCC">-s</th>
<td align="center" width="100" bgcolor="#E6E6FA"><wavefile><br><wavefile><br>......</td>
<td>Specifies the audio file (WAV file) that will be converted to THP audio data. When specifying more than one file for the argument, data is allocated to audio tracks in the order it is specified.</td>
</tr>
<tr>
<th align="center" width="50" bgcolor="#FFFFCC">-r</th>
<td align="center" width="100" bgcolor="#E6E6FA"><framerate></td>
<td>Specifies the movie's frame rate. Frame rates from 1.0 to 59.94 can be specified. If nothing is specified, the default value (29.97) is used.</td>
</tr>
<tr>
<th align="center" width="50" bgcolor="#FFFFCC">-o</th>
<td align="center" width="100" bgcolor="#E6E6FA">-</td>
<td>THP movie data can internally store offsets to each frame data as a table. If this argument is specified, the <code>THPConv</code> tool will create an offset table in the THP data. If this argument is not specified, the THP movie data, no offset table will be created in the THP movie data.</td>
</tr>
<tr>
<th align="center" width="50" bgcolor="#FFFFCC">-non</th>
<td align="center" width="100" bgcolor="#E6E6FA" rowspan="3">-</td>
<td rowspan="3">Specifies the THP video data format. When interlace starts the video data from an odd numbered field, specify <b>-odd</b>. When interlace starts from an even numbered field, specify <b>-even</b>. If this argument is not specified, the THP video data format is automatically set to non-interlaced (<b>-non</b>).</td>
</tr>
<tr>
<th align="center" width="50" bgcolor="#FFFFCC">-odd</th>
</tr>
<tr>
<th align="center" width="50" bgcolor="#FFFFCC">-even</th>
</tr>
<tr>
<th align="center" width="50" bgcolor="#FFFFCC">-v</th>
<td align="center" width="100" bgcolor="#E6E6FA">-</td>
<td>Turns on Verbose mode.</td>
</tr>
<tr>
<th align="center" width="50" bgcolor="#FFFFCC">-h</th>
<td align="center" width="100" bgcolor="#E6E6FA">-</td>
<td>Displays the option list.</td>
</tr>
</table>
<br>
<h2><b>Example</b></h2>
<hr style="background-color:transparent;">
<pre>THPConv.exe -j test*.jpg -d output.thp</pre>
<p>When this example is executed from a command line, the sequential JPEG files in the current directory (test001.jpg, test002.jpg, test003.jpg, etc.) are converted to THP video data and collected into a single THP movie data file (output.thp). No WAV audio is specified so the THP video will be just video without audio.</p>
<br>
<h2><b>Notes</b></h2>
<hr style="background-color:transparent;">
<p><b>NOTE 1:</b> When converting sequential JPEG files to THP movie data, the names of the specified input files must have the extension ".jpg" or ".jpeg".</p>
<p><b>NOTE 2:</b> Unlike the Nintendo GameCube, audio data is output at the set playback frequency (of 48,000 Hz or 32,000 Hz) on the Wii.</p>
<br>
<h1><b>Changing THP Audio Data in THP Movie Data</b></h1>
<hr style="background-color:transparent;">
Note that some of the commands options above are the same here. (being those '''-s''', '''-d''', '''-r''', '''-o''', '''-non''', '''-even''', '''-odd''', '''-v''', '''-h''')
<br>
<h2><b>Description</b></h2>
<hr style="background-color:transparent;">
<p>Below are the instructions for using the <code>THPConv</code> tool to change the THP audio data in '''THP Movie Data'''.</p>
<pre>THPConv.exe -c <inputfile> -s <wavefile> <wavefile>... -d <outputfile> [-<option> <argument>]</pre>
Options Description
<hr style="background-color:transparent;">
<table border="1" cellpadding="3" cellspacing="0">
<tr align="center">
<th width="50" bgcolor="#C0C0C0">option</th>
<th width="100" bgcolor="#C0C0C0">argument</th>
<th bgcolor="#C0C0C0">Description</th>
</tr>
<tr>
<th align="center" width="50" bgcolor="#FFFFCC">-c</th>
<td align="center" width="100" bgcolor="#E6E6FA"><inputfile></td>
<td>Specifies the input file (THP file). This argument must <strong>always be specified</strong>.</td>
</tr>
<tr>
<th align="center" width="50" bgcolor="#FFFFCC">-s</th>
<td align="center" width="100" bgcolor="#E6E6FA"><wavefile><br><wavefile><br>......</td>
<td>Specifies the replacing sound file ('''WAV file'''). <br>When specifying more than one file for the argument, data is allocated to audio tracks in the order it is specified. If a THP file format that does not support multitracks is input, the output file will be in a format that supports multitracks.</td>
</tr>
<tr>
<th align="center" width="50" bgcolor="#FFFFCC">-d</th>
<td align="center" width="100" bgcolor="#E6E6FA"><outputfile></td>
<td>Specifies the output file (THP file). If this argument is not given, the <code>THPConv</code> tool will <strong>overwrite the input file.</strong></td>
</tr>
</table>
<br>
<table border="1" cellpadding="3" cellspacing="0">
<tr>
<th align="center" width="50" bgcolor="#FFFFCC">-r</th>
<td align="center" width="100" bgcolor="#E6E6FA"><framerate></td>
<td>Specifies the movie's frame rate. Frame rates from 1.0 to 59.94 can be specified. If nothing is specified, the default value (29.97) is used.</td>
</tr>
<tr>
<th align="center" width="50" bgcolor="#FFFFCC">-o</th>
<td align="center" width="100" bgcolor="#E6E6FA">-</td>
<td>THP movie data can internally store offsets to each frame data as a table. If this argument is specified, the <code>THPConv</code> tool will create an offset table in the THP data. If this argument is not specified, the THP movie data, no offset table will be created in the THP movie data.</td>
</tr>
<tr>
<th align="center" width="50" bgcolor="#FFFFCC">-non</th>
<td align="center" width="100" bgcolor="#E6E6FA" rowspan="3">-</td>
<td rowspan="3">Specifies the THP video data format. When interlace starts the video data from an odd numbered field, specify <b>-odd</b>. When interlace starts from an even numbered field, specify <b>-even</b>. If this argument is not specified, the THP video data format will be automatically set to non-interlaced (<b>-non</b>).</td>
</tr>
<tr>
<th align="center" width="50" bgcolor="#FFFFCC">-odd</th>
</tr>
<tr>
<th align="center" width="50" bgcolor="#FFFFCC">-even</th>
</tr>
<tr>
<th align="center" width="50" bgcolor="#FFFFCC">-trk</th>
<td align="center" width="100" bgcolor="#E6E6FA"><track No.><br><wavefile></td>
<td>If you only want to replace a single audio track dataset, use this option instead of <b>-s</b>. The first argument is the audio track number to replace (0-), the second argument is the sound file (WAV file) that will make the replacement. Using this option invalidates the <b>-r</b>, <b>-o</b>, <b>-non</b>, <b>-odd</b>, and <b>-even</b> options. This option can only be used with the THP file formats that support multitracks.</td>
</tr>
<tr>
<th align="center" width="50" bgcolor="#FFFFCC">-v</th>
<td align="center" width="100" bgcolor="#E6E6FA">-</td>
<td>Turns on Verbose mode.</td>
</tr>
<tr>
<th align="center" width="50" bgcolor="#FFFFCC">-h</th>
<td align="center" width="100" bgcolor="#E6E6FA">-</td>
<td>Displays the option list.</td>
</tr>
</table>
<br>
<h2><b>Notes</b></h2>
<hr style="background-color:transparent;">
<p><b>NOTE 1:</b> When the <code>THPConv</code> tool replaces audio data in existing THP movie data, the old THP audio data is deleted. Once the THP audio data is deleted, it cannot be restored. If no output file is specified when the audio data is replaced, the <code>THPConv</code> tool will overwrite the THP movie data. When replacing the audio data, be sure to create a backup file or to specify an output file; this will prevent accidental deletion of your data.</p>
<p><b>NOTE 2:</b> If the replacement WAV file has a longer playback time than the THP movie data, the section of the replacement WAV file that is longer than the THP movie data will not be converted. If the playback time of the THP movie data is longer than the wave file, the remaining section will be silent.</p>
<p><b>NOTE 3:</b> If the THP movie data specified as the input data does not contain audio data, this operation will add THP audio data to the specified file.</p>
<p><b>NOTE 4:</b> If you want the THP movie data to contain more than one audio track dataset, make sure that the channel counts and playback frequencies for all audio track datasets are the same.</p>
<p><b>NOTE 5:</b> Unlike the Nintendo GameCube, audio data on the Wii console is output at a set playback frequency (48,000 Hz or 32,000 Hz).</p>
<br>
<h1><b>Compatible file formats for THPConv</b></h1>
<hr style="background-color:transparent;">
<h2><b>Sequential JPEG File Format</b></h2>
<hr style="background-color:transparent;">
<h3><b>Description</b></h3>
<hr>
<hr style="background-color:transparent;">
<p>The <code>THPConv</code> tool can convert a group of sequential JPEG files having sequence numbers at the end of their filenames (indicating the playback order) to THP movie data. When interleaving audio data in sequential JPEG files, you must either specify the WAV files by using the <b>-s</b> option at the time the sequential JPEG files are converted, or add the WAV files after conversion. <br> The following restrictions apply to groups of sequential JPEG files that can be handled with the <code>THPConv</code> tool.</p>
<blockquote>
<table border="0">
<tr align="left">
<th width="10" valign="top">-</th>
<th>All JPEG files to be collected into a single THP movie dataset must have the same number of pixels in the horizontal and vertical directions.</th>
</tr>
<tr align="left">
<th width="10" valign="top">-</th>
<th> The group of sequential JPEG files must have sequence numbers (corresponding to frame numbers) appended to the end of their filenames.</th>
</tr>
<tr align="left">
<th width="10" valign="top">-</th>
<th> The number of the JPEG file corresponding to the initial frame of the THP movie data can be any number. However, the numbers of all files thereafter must be sequential.</th>
</tr>
<tr align="left">
<th width="10" valign="top">-</th>
<th> Please add leading zeros to the frame numbers appended to the filenames so that they all match the number of digits in the last frame.</th>
</tr>
</table>
</blockquote>
<p>The following restrictions apply to each file in a group of sequential JPEG files.</p>
<blockquote>
<table border="0">
<tr align="left">
<th width="10" valign="top">-</th>
<th>Only the JPEG baseline DCT format is supported.</th>
</tr>
<tr align="left">
<th width="10" valign="top">-</th>
<th>Only sequential encoding is supported.</th>
</tr>
<tr align="left">
<th width="10" valign="top">-</th>
<th>Only supports a sample rate of 4:2:0.</th>
</tr>
<tr align="left">
<th width="10" valign="top">-</th>
<th>The pixel counts in both the horizontal and vertical directions must be a multiple of 16.</th>
</tr>
<tr align="left">
<th width="10" valign="top">-</th>
<th>The maximum pixel count in the horizontal direction is 672 dots. There is no restriction on the pixel count in the vertical direction.</th>
</tr>
</table>
</blockquote>
<p>If the sequential JPEG files do not meet these requirements, the <code>THPConv</code> tool will output an error and stop processing.</p>
<br>
<h3><b>Example</b></h3>
<hr>
<hr style="background-color:transparent;">
<p>To create four seconds of THP movie data at 30 FPS from sequential JPEG files, the numbers of the sequential JPEG files (testxxx.jpg) should look like the following:</p>
<blockquote>
<table border="0">
<tr align="center">
<td align="center" width="80">Frame</td>
<td align="right" width="60"> 1 : </td>
<td width="180">test001.jpg</td>
</tr>
<tr align="center">
<td align="center" width="80">Frame</td>
<td align="right" width="60"> 2 : </td>
<td width="180">test002.jpg</td>
</tr>
<tr align="center">
<td align="center" width="80">Frame</td>
<td align="right" width="60"> 3 : </td>
<td width="180">test003.jpg</td>
</tr>
<tr align="center">
<td align="center" width="80"> …</td>
<td align="right" width="60"> … : </td>
<td width="180"> …</td>
</tr>
<tr align="center">
<td align="center" width="80">Frame</td>
<td align="right" width="60">51 : </td>
<td width="180">test051.jpg</td>
</tr>
<tr align="center">
<td align="center" width="80">Frame</td>
<td align="right" width="60">52 : </td>
<td width="180">test052.jpg</td>
</tr>
<tr align="center">
<td align="center" width="80"> …</td>
<td align="right" width="60"> … : </td>
<td width="180"> …</td>
</tr>
<tr align="center">
<td align="center" width="80">Frame</td>
<td align="right" width="60">118 : </td>
<td width="180">test118.jpg</td>
</tr>
<tr align="center">
<td align="center" width="80">Frame</td>
<td align="right" width="60">119 : </td>
<td width="180">test119.jpg</td>
</tr>
<tr align="center">
<td align="center" width="80">Frame</td>
<td align="right" width="60">120 : </td>
<td width="180">test120.jpg</td>
</tr>
</table>
</blockquote>
<br>
<h2><b>WAV file format</b></h2>
<hr style="background-color:transparent;">
<h3><b>Description</b></h3>
<hr>
<hr style="background-color:transparent;">
<p>The <code>THPConv</code> tool can convert a general WAV file to THP audio data and interleave it with THP movie data. The following restrictions apply to WAV files that can be converted by the <code>THPConv</code> tool.</p>
<blockquote>
- <b>They must be non-compressed 16-bit PCM data.</b><br>
- <b>Monaural (one channel) and stereo (two channels) are supported.</b>
</blockquote>
<p>If the wav file does not meet these requirements, the <code>THPConv</code> tool will output an error and stop processing.</p>
<br>
<h3><b>Notes</b></h3>
<hr>
<hr style="background-color:transparent;">
<p>
<strong><b>NOTE 1:</b></strong> Unlike the Nintendo GameCube, audio data is output at the set playback frequency (of 48,000 Hz or 32,000 Hz) on the Wii.
</p>
<p>
<b>NOTE 2: </b> WAV files having a playback frequency other than 48,000Hz or 32,000Hz can be specified in <code>THPConv</code>. When playing THP movie data created with such WAV files, use <code>THPPlayerStrmAX</code>.<br><br>Even if you created THP movie data specifying wav files with a playback frequency of 48,000Hz or 32,000Hz, if the playback frequency setting on the Wii is different, use <code>THPPlayerStrmAX</code>.
</p>
<p>
<b>NOTE 3:</b> If you want the THP movie data to contain more than one audio data set, make sure the channel counts and playback frequencies for all data sets are the same.
</p>
<br>
<!--
= Creating a THP video for SMG =
''THPConv.exe is originally a Windows binary, but a port to Linux exits. You can find it [https://github.com/MasterofGalaxies/THPConv here]''
# Run the following in a shell program: ''ffmpeg -i Input.mp4 -r 59.94 -vf scale=640:368 temp\frame%03d.jpg'' (Replace Input.mp4 and temp with what you want)
# If you are going to make the video have audio run this: ''ffmpeg -i Input.mp4 -r 59.94 -f u16be audio.wav'' (Replace Input.mp4 and audio.wav with what you want)
# Then, run this if you are not making a video with audio: ''THPConv.exe -j temp\*.jpg -r 59.94 -d output.thp'' (Replace temp and output.thp with what you want)
# If you DO want audio, run this instead: ''THPConv.exe -j temp\*.jpg -r 59.94 -s audio.wav -d output.thp'' (Replace temp, audio.wav, and output.thp with what you want)
# Attempt replacing one of the THP Videos in [[File_system#MovieData|MovieData]] and see if it works.
-->
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minor format edits
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[[Category:Tools]]{{SDK Reference}}
<hr style="background-color:transparent;">
'''THPConv.exe''' is a prebuilt Win32 console application that Nintendo provides in the Wii and GCN SDKs. It is used to convert sequential JPEG images into a THP video format (with an option to include audio into it from a WAV audio file) and to include/replace audio of an existent THP video. It needs the '''dsptool.dll''' file to work.
There is a similar program called '''THPConvD.exe''' included alonside '''THPConv.exe''' and according to the Wii SDK docs:
<blockquote><i>there is no difference in how the two behave. Normally you should use THPConv.exe. THPConvD.exe remains in order to maintain compatibility with past systems.</i></blockquote>
So you may use either '''THPConv.exe''' or '''THPConvD.exe''' to make/edit THP files (be sure to have the respective '''dsptoolD.dll''' for '''THPConvD.exe''').
Linux users can use [https://www.winehq.org/ Wine] to run both program.
<br>
<h1><b>Converting Sequential JPEG files to THP Movie Data</b></h1>
<hr style="background-color:transparent;">
<h2><b>Description</b></h2>
<hr style="background-color:transparent;">
The following describes how to use the <code>THPConv</code> tool to convert '''Sequential JPEG files''' to '''THP movie data''':
<pre>THPConv.exe -j <*.jpg> -d <outputfile> [-<option> <argument>]</pre>
Options Description:
<hr style="background-color:transparent;">
<table border="1" cellpadding="3" cellspacing="0">
<tr align="center">
<th width="50" bgcolor="#C0C0C0">Option</th>
<th width="100" bgcolor="#C0C0C0">Argument</th>
<th bgcolor="#C0C0C0">Description</th>
</tr>
<tr>
<th align="center" width="50" bgcolor="#FFFFCC">-j</th>
<td align="center" width="100" bgcolor="#E6E6FA"><*.jpg></td>
<td>Specifies the input files (sequential JPEG files). Wildcard characters ("*") can be used. This argument must <strong>always be specified</strong>.</td>
</tr>
<tr>
<th align="center" width="50" bgcolor="#FFFFCC">-d</th>
<td align="center" width="100" bgcolor="#E6E6FA"><outputfile></td>
<td>Specifies the output file (THP file). This argument must <strong>always be specified</strong>.</td>
</tr>
</table>
<br>
<table border="1" cellpadding="3" cellspacing="0">
<tr>
<th align="center" width="50" bgcolor="#FFFFCC">-s</th>
<td align="center" width="100" bgcolor="#E6E6FA"><wavefile><br><wavefile><br>......</td>
<td>Specifies the audio file (WAV file) that will be converted to THP audio data. When specifying more than one file for the argument, data is allocated to audio tracks in the order it is specified.</td>
</tr>
<tr>
<th align="center" width="50" bgcolor="#FFFFCC">-r</th>
<td align="center" width="100" bgcolor="#E6E6FA"><framerate></td>
<td>Specifies the movie's frame rate. Frame rates from 1.0 to 59.94 can be specified. If nothing is specified, the default value (29.97) is used.</td>
</tr>
<tr>
<th align="center" width="50" bgcolor="#FFFFCC">-o</th>
<td align="center" width="100" bgcolor="#E6E6FA">-</td>
<td>THP movie data can internally store offsets to each frame data as a table. If this argument is specified, the <code>THPConv</code> tool will create an offset table in the THP data. If this argument is not specified, the THP movie data, no offset table will be created in the THP movie data.</td>
</tr>
<tr>
<th align="center" width="50" bgcolor="#FFFFCC">-non</th>
<td align="center" width="100" bgcolor="#E6E6FA" rowspan="3">-</td>
<td rowspan="3">Specifies the THP video data format. When interlace starts the video data from an odd numbered field, specify <b>-odd</b>. When interlace starts from an even numbered field, specify <b>-even</b>. If this argument is not specified, the THP video data format is automatically set to non-interlaced (<b>-non</b>).</td>
</tr>
<tr>
<th align="center" width="50" bgcolor="#FFFFCC">-odd</th>
</tr>
<tr>
<th align="center" width="50" bgcolor="#FFFFCC">-even</th>
</tr>
<tr>
<th align="center" width="50" bgcolor="#FFFFCC">-v</th>
<td align="center" width="100" bgcolor="#E6E6FA">-</td>
<td>Turns on Verbose mode.</td>
</tr>
<tr>
<th align="center" width="50" bgcolor="#FFFFCC">-h</th>
<td align="center" width="100" bgcolor="#E6E6FA">-</td>
<td>Displays the option list.</td>
</tr>
</table>
<br>
<h2><b>Example</b></h2>
<hr style="background-color:transparent;">
<pre>THPConv.exe -j test*.jpg -d output.thp</pre>
<p>When this example is executed from a command line, the sequential JPEG files in the current directory (test001.jpg, test002.jpg, test003.jpg, etc.) are converted to THP video data and collected into a single THP movie data file (output.thp). No WAV audio is specified so the THP video will be just video without audio.</p>
<br>
<h2><b>Notes</b></h2>
<hr style="background-color:transparent;">
<p><b>NOTE 1:</b> When converting sequential JPEG files to THP movie data, the names of the specified input files must have the extension ".jpg" or ".jpeg".</p>
<p><b>NOTE 2:</b> Unlike the Nintendo GameCube, audio data is output at the set playback frequency (of 48,000 Hz or 32,000 Hz) on the Wii.</p>
<br>
<h1><b>Changing THP Audio Data in THP Movie Data</b></h1>
<hr style="background-color:transparent;">
Note that some of the commands options above are the same here. (being those '''-s''', '''-d''', '''-r''', '''-o''', '''-non''', '''-even''', '''-odd''', '''-v''', '''-h''')
<br>
<h2><b>Description</b></h2>
<hr style="background-color:transparent;">
<p>Below are the instructions for using the <code>THPConv</code> tool to change the THP audio data in '''THP Movie Data'''.</p>
<pre>THPConv.exe -c <inputfile> -s <wavefile> <wavefile>... -d <outputfile> [-<option> <argument>]</pre>
Options Description:
<hr style="background-color:transparent;">
<table border="1" cellpadding="3" cellspacing="0">
<tr align="center">
<th width="50" bgcolor="#C0C0C0">option</th>
<th width="100" bgcolor="#C0C0C0">argument</th>
<th bgcolor="#C0C0C0">Description</th>
</tr>
<tr>
<th align="center" width="50" bgcolor="#FFFFCC">-c</th>
<td align="center" width="100" bgcolor="#E6E6FA"><inputfile></td>
<td>Specifies the input file (THP file). This argument must <strong>always be specified</strong>.</td>
</tr>
<tr>
<th align="center" width="50" bgcolor="#FFFFCC">-s</th>
<td align="center" width="100" bgcolor="#E6E6FA"><wavefile><br><wavefile><br>......</td>
<td>Specifies the replacing sound file ('''WAV file'''). <br>When specifying more than one file for the argument, data is allocated to audio tracks in the order it is specified. If a THP file format that does not support multitracks is input, the output file will be in a format that supports multitracks.</td>
</tr>
<tr>
<th align="center" width="50" bgcolor="#FFFFCC">-d</th>
<td align="center" width="100" bgcolor="#E6E6FA"><outputfile></td>
<td>Specifies the output file (THP file). If this argument is not given, the <code>THPConv</code> tool will <strong>overwrite the input file.</strong></td>
</tr>
</table>
<br>
<table border="1" cellpadding="3" cellspacing="0">
<tr>
<th align="center" width="50" bgcolor="#FFFFCC">-r</th>
<td align="center" width="100" bgcolor="#E6E6FA"><framerate></td>
<td>Specifies the movie's frame rate. Frame rates from 1.0 to 59.94 can be specified. If nothing is specified, the default value (29.97) is used.</td>
</tr>
<tr>
<th align="center" width="50" bgcolor="#FFFFCC">-o</th>
<td align="center" width="100" bgcolor="#E6E6FA">-</td>
<td>THP movie data can internally store offsets to each frame data as a table. If this argument is specified, the <code>THPConv</code> tool will create an offset table in the THP data. If this argument is not specified, the THP movie data, no offset table will be created in the THP movie data.</td>
</tr>
<tr>
<th align="center" width="50" bgcolor="#FFFFCC">-non</th>
<td align="center" width="100" bgcolor="#E6E6FA" rowspan="3">-</td>
<td rowspan="3">Specifies the THP video data format. When interlace starts the video data from an odd numbered field, specify <b>-odd</b>. When interlace starts from an even numbered field, specify <b>-even</b>. If this argument is not specified, the THP video data format will be automatically set to non-interlaced (<b>-non</b>).</td>
</tr>
<tr>
<th align="center" width="50" bgcolor="#FFFFCC">-odd</th>
</tr>
<tr>
<th align="center" width="50" bgcolor="#FFFFCC">-even</th>
</tr>
<tr>
<th align="center" width="50" bgcolor="#FFFFCC">-trk</th>
<td align="center" width="100" bgcolor="#E6E6FA"><track No.><br><wavefile></td>
<td>If you only want to replace a single audio track dataset, use this option instead of <b>-s</b>. The first argument is the audio track number to replace (0-), the second argument is the sound file (WAV file) that will make the replacement. Using this option invalidates the <b>-r</b>, <b>-o</b>, <b>-non</b>, <b>-odd</b>, and <b>-even</b> options. This option can only be used with the THP file formats that support multitracks.</td>
</tr>
<tr>
<th align="center" width="50" bgcolor="#FFFFCC">-v</th>
<td align="center" width="100" bgcolor="#E6E6FA">-</td>
<td>Turns on Verbose mode.</td>
</tr>
<tr>
<th align="center" width="50" bgcolor="#FFFFCC">-h</th>
<td align="center" width="100" bgcolor="#E6E6FA">-</td>
<td>Displays the option list.</td>
</tr>
</table>
<br>
<h2><b>Notes</b></h2>
<hr style="background-color:transparent;">
<p><b>NOTE 1:</b> When the <code>THPConv</code> tool replaces audio data in existing THP movie data, the old THP audio data is deleted. Once the THP audio data is deleted, it cannot be restored. If no output file is specified when the audio data is replaced, the <code>THPConv</code> tool will overwrite the THP movie data. When replacing the audio data, be sure to create a backup file or to specify an output file; this will prevent accidental deletion of your data.</p>
<p><b>NOTE 2:</b> If the replacement WAV file has a longer playback time than the THP movie data, the section of the replacement WAV file that is longer than the THP movie data will not be converted. If the playback time of the THP movie data is longer than the wave file, the remaining section will be silent.</p>
<p><b>NOTE 3:</b> If the THP movie data specified as the input data does not contain audio data, this operation will add THP audio data to the specified file.</p>
<p><b>NOTE 4:</b> If you want the THP movie data to contain more than one audio track dataset, make sure that the channel counts and playback frequencies for all audio track datasets are the same.</p>
<p><b>NOTE 5:</b> Unlike the Nintendo GameCube, audio data on the Wii console is output at a set playback frequency (48,000 Hz or 32,000 Hz).</p>
<br>
<h1><b>Compatible file formats for THPConv</b></h1>
<hr style="background-color:transparent;">
<h2><b>Sequential JPEG File Format</b></h2>
<hr style="background-color:transparent;">
<h3><b>Description</b></h3>
<hr>
<hr style="background-color:transparent;">
<p>The <code>THPConv</code> tool can convert a group of sequential JPEG files having sequence numbers at the end of their filenames (indicating the playback order) to THP movie data. When interleaving audio data in sequential JPEG files, you must either specify the WAV files by using the <b>-s</b> option at the time the sequential JPEG files are converted, or add the WAV files after conversion.
<br>
<br>
The following restrictions apply to groups of sequential JPEG files that can be handled with the <code>THPConv</code> tool:</p>
<blockquote>
<table border="0">
<tr align="left">
<th width="10" valign="top">-</th>
<th>All JPEG files to be collected into a single THP movie dataset must have the same number of pixels in the horizontal and vertical directions.</th>
</tr>
<tr align="left">
<th width="10" valign="top">-</th>
<th> The group of sequential JPEG files must have sequence numbers (corresponding to frame numbers) appended to the end of their filenames.</th>
</tr>
<tr align="left">
<th width="10" valign="top">-</th>
<th> The number of the JPEG file corresponding to the initial frame of the THP movie data can be any number. However, the numbers of all files thereafter must be sequential.</th>
</tr>
<tr align="left">
<th width="10" valign="top">-</th>
<th> Please add leading zeros to the frame numbers appended to the filenames so that they all match the number of digits in the last frame.</th>
</tr>
</table>
</blockquote>
<p>The following restrictions apply to each file in a group of sequential JPEG files:</p>
<blockquote>
<table border="0">
<tr align="left">
<th width="10" valign="top">-</th>
<th>Only the JPEG baseline DCT format is supported.</th>
</tr>
<tr align="left">
<th width="10" valign="top">-</th>
<th>Only sequential encoding is supported.</th>
</tr>
<tr align="left">
<th width="10" valign="top">-</th>
<th>Only supports a sample rate of 4:2:0.</th>
</tr>
<tr align="left">
<th width="10" valign="top">-</th>
<th>The pixel counts in both the horizontal and vertical directions must be a multiple of 16.</th>
</tr>
<tr align="left">
<th width="10" valign="top">-</th>
<th>The maximum pixel count in the horizontal direction is 672 dots. There is no restriction on the pixel count in the vertical direction.</th>
</tr>
</table>
</blockquote>
<p>If the sequential JPEG files do not meet these requirements, the <code>THPConv</code> tool will output an error and stop processing.</p>
<br>
<h3><b>Example</b></h3>
<hr>
<hr style="background-color:transparent;">
<p>To create four seconds of THP movie data at 30 FPS from sequential JPEG files, the numbers of the sequential JPEG files (testxxx.jpg) should look like the following:</p>
<blockquote>
<table border="0">
<tr align="center">
<td align="center" width="80">Frame</td>
<td align="right" width="60"> 1 : </td>
<td width="180">test001.jpg</td>
</tr>
<tr align="center">
<td align="center" width="80">Frame</td>
<td align="right" width="60"> 2 : </td>
<td width="180">test002.jpg</td>
</tr>
<tr align="center">
<td align="center" width="80">Frame</td>
<td align="right" width="60"> 3 : </td>
<td width="180">test003.jpg</td>
</tr>
<tr align="center">
<td align="center" width="80"> …</td>
<td align="right" width="60"> … : </td>
<td width="180"> …</td>
</tr>
<tr align="center">
<td align="center" width="80">Frame</td>
<td align="right" width="60">51 : </td>
<td width="180">test051.jpg</td>
</tr>
<tr align="center">
<td align="center" width="80">Frame</td>
<td align="right" width="60">52 : </td>
<td width="180">test052.jpg</td>
</tr>
<tr align="center">
<td align="center" width="80"> …</td>
<td align="right" width="60"> … : </td>
<td width="180"> …</td>
</tr>
<tr align="center">
<td align="center" width="80">Frame</td>
<td align="right" width="60">118 : </td>
<td width="180">test118.jpg</td>
</tr>
<tr align="center">
<td align="center" width="80">Frame</td>
<td align="right" width="60">119 : </td>
<td width="180">test119.jpg</td>
</tr>
<tr align="center">
<td align="center" width="80">Frame</td>
<td align="right" width="60">120 : </td>
<td width="180">test120.jpg</td>
</tr>
</table>
</blockquote>
<br>
<h2><b>WAV file format</b></h2>
<hr style="background-color:transparent;">
<h3><b>Description</b></h3>
<hr>
<hr style="background-color:transparent;">
<p>The <code>THPConv</code> tool can convert a general WAV file to THP audio data and interleave it with THP movie data. The following restrictions apply to WAV files that can be converted by the <code>THPConv</code> tool.</p>
<blockquote>
- <b>They must be non-compressed 16-bit PCM data.</b><br>
- <b>Monaural (one channel) and stereo (two channels) are supported.</b>
</blockquote>
<p>If the wav file does not meet these requirements, the <code>THPConv</code> tool will output an error and stop processing.</p>
<br>
<h3><b>Notes</b></h3>
<hr>
<hr style="background-color:transparent;">
<p>
<strong><b>NOTE 1:</b></strong> Unlike the Nintendo GameCube, audio data is output at the set playback frequency (of 48,000 Hz or 32,000 Hz) on the Wii.
</p>
<p>
<b>NOTE 2: </b> WAV files having a playback frequency other than 48,000Hz or 32,000Hz can be specified in <code>THPConv</code>. When playing THP movie data created with such WAV files, use <code>THPPlayerStrmAX</code>.<br><br>Even if you created THP movie data specifying wav files with a playback frequency of 48,000Hz or 32,000Hz, if the playback frequency setting on the Wii is different, use <code>THPPlayerStrmAX</code>.
</p>
<p>
<b>NOTE 3:</b> If you want the THP movie data to contain more than one audio data set, make sure the channel counts and playback frequencies for all data sets are the same.
</p>
<br>
<!--
= Creating a THP video for SMG =
''THPConv.exe is originally a Windows binary, but a port to Linux exits. You can find it [https://github.com/MasterofGalaxies/THPConv here]''
# Run the following in a shell program: ''ffmpeg -i Input.mp4 -r 59.94 -vf scale=640:368 temp\frame%03d.jpg'' (Replace Input.mp4 and temp with what you want)
# If you are going to make the video have audio run this: ''ffmpeg -i Input.mp4 -r 59.94 -f u16be audio.wav'' (Replace Input.mp4 and audio.wav with what you want)
# Then, run this if you are not making a video with audio: ''THPConv.exe -j temp\*.jpg -r 59.94 -d output.thp'' (Replace temp and output.thp with what you want)
# If you DO want audio, run this instead: ''THPConv.exe -j temp\*.jpg -r 59.94 -s audio.wav -d output.thp'' (Replace temp, audio.wav, and output.thp with what you want)
# Attempt replacing one of the THP Videos in [[File_system#MovieData|MovieData]] and see if it works.
-->
cc6f2c5d77c525e582e4e6f62a84e6af0a415a7d
293
292
2023-04-30T15:22:06Z
HummingOwl
9
English skill issue on my end
wikitext
text/x-wiki
[[Category:Tools]]{{SDK Reference}}
<hr style="background-color:transparent;">
'''THPConv.exe''' is a prebuilt Win32 console application that Nintendo provides in the Wii and GCN SDKs. It is used to convert sequential JPEG images into a THP video format (with an option to include audio into it from a WAV audio file) and to include/replace audio of an existent THP video. It needs the '''dsptool.dll''' file to work.
There is a similar program called '''THPConvD.exe''' included alonside '''THPConv.exe''' and according to the Wii SDK docs:
<blockquote><i>there is no difference in how the two behave. Normally you should use THPConv.exe. THPConvD.exe remains in order to maintain compatibility with past systems.</i></blockquote>
So you may use either '''THPConv.exe''' or '''THPConvD.exe''' to make/edit THP files (be sure to have the respective '''dsptoolD.dll''' for '''THPConvD.exe''').
Linux users can use [https://www.winehq.org/ Wine] to run both programs.
<br>
<h1><b>Converting Sequential JPEG files to THP Movie Data</b></h1>
<hr style="background-color:transparent;">
<h2><b>Description</b></h2>
<hr style="background-color:transparent;">
The following describes how to use the <code>THPConv</code> tool to convert '''Sequential JPEG files''' to '''THP movie data''':
<pre>THPConv.exe -j <*.jpg> -d <outputfile> [-<option> <argument>]</pre>
Options Description:
<hr style="background-color:transparent;">
<table border="1" cellpadding="3" cellspacing="0">
<tr align="center">
<th width="50" bgcolor="#C0C0C0">Option</th>
<th width="100" bgcolor="#C0C0C0">Argument</th>
<th bgcolor="#C0C0C0">Description</th>
</tr>
<tr>
<th align="center" width="50" bgcolor="#FFFFCC">-j</th>
<td align="center" width="100" bgcolor="#E6E6FA"><*.jpg></td>
<td>Specifies the input files (sequential JPEG files). Wildcard characters ("*") can be used. This argument must <strong>always be specified</strong>.</td>
</tr>
<tr>
<th align="center" width="50" bgcolor="#FFFFCC">-d</th>
<td align="center" width="100" bgcolor="#E6E6FA"><outputfile></td>
<td>Specifies the output file (THP file). This argument must <strong>always be specified</strong>.</td>
</tr>
</table>
<br>
<table border="1" cellpadding="3" cellspacing="0">
<tr>
<th align="center" width="50" bgcolor="#FFFFCC">-s</th>
<td align="center" width="100" bgcolor="#E6E6FA"><wavefile><br><wavefile><br>......</td>
<td>Specifies the audio file (WAV file) that will be converted to THP audio data. When specifying more than one file for the argument, data is allocated to audio tracks in the order it is specified.</td>
</tr>
<tr>
<th align="center" width="50" bgcolor="#FFFFCC">-r</th>
<td align="center" width="100" bgcolor="#E6E6FA"><framerate></td>
<td>Specifies the movie's frame rate. Frame rates from 1.0 to 59.94 can be specified. If nothing is specified, the default value (29.97) is used.</td>
</tr>
<tr>
<th align="center" width="50" bgcolor="#FFFFCC">-o</th>
<td align="center" width="100" bgcolor="#E6E6FA">-</td>
<td>THP movie data can internally store offsets to each frame data as a table. If this argument is specified, the <code>THPConv</code> tool will create an offset table in the THP data. If this argument is not specified, the THP movie data, no offset table will be created in the THP movie data.</td>
</tr>
<tr>
<th align="center" width="50" bgcolor="#FFFFCC">-non</th>
<td align="center" width="100" bgcolor="#E6E6FA" rowspan="3">-</td>
<td rowspan="3">Specifies the THP video data format. When interlace starts the video data from an odd numbered field, specify <b>-odd</b>. When interlace starts from an even numbered field, specify <b>-even</b>. If this argument is not specified, the THP video data format is automatically set to non-interlaced (<b>-non</b>).</td>
</tr>
<tr>
<th align="center" width="50" bgcolor="#FFFFCC">-odd</th>
</tr>
<tr>
<th align="center" width="50" bgcolor="#FFFFCC">-even</th>
</tr>
<tr>
<th align="center" width="50" bgcolor="#FFFFCC">-v</th>
<td align="center" width="100" bgcolor="#E6E6FA">-</td>
<td>Turns on Verbose mode.</td>
</tr>
<tr>
<th align="center" width="50" bgcolor="#FFFFCC">-h</th>
<td align="center" width="100" bgcolor="#E6E6FA">-</td>
<td>Displays the option list.</td>
</tr>
</table>
<br>
<h2><b>Example</b></h2>
<hr style="background-color:transparent;">
<pre>THPConv.exe -j test*.jpg -d output.thp</pre>
<p>When this example is executed from a command line, the sequential JPEG files in the current directory (test001.jpg, test002.jpg, test003.jpg, etc.) are converted to THP video data and collected into a single THP movie data file (output.thp). No WAV audio is specified so the THP video will be just video without audio.</p>
<br>
<h2><b>Notes</b></h2>
<hr style="background-color:transparent;">
<p><b>NOTE 1:</b> When converting sequential JPEG files to THP movie data, the names of the specified input files must have the extension ".jpg" or ".jpeg".</p>
<p><b>NOTE 2:</b> Unlike the Nintendo GameCube, audio data is output at the set playback frequency (of 48,000 Hz or 32,000 Hz) on the Wii.</p>
<br>
<h1><b>Changing THP Audio Data in THP Movie Data</b></h1>
<hr style="background-color:transparent;">
Note that some of the commands options above are the same here. (being those '''-s''', '''-d''', '''-r''', '''-o''', '''-non''', '''-even''', '''-odd''', '''-v''', '''-h''')
<br>
<h2><b>Description</b></h2>
<hr style="background-color:transparent;">
<p>Below are the instructions for using the <code>THPConv</code> tool to change the THP audio data in '''THP Movie Data'''.</p>
<pre>THPConv.exe -c <inputfile> -s <wavefile> <wavefile>... -d <outputfile> [-<option> <argument>]</pre>
Options Description:
<hr style="background-color:transparent;">
<table border="1" cellpadding="3" cellspacing="0">
<tr align="center">
<th width="50" bgcolor="#C0C0C0">option</th>
<th width="100" bgcolor="#C0C0C0">argument</th>
<th bgcolor="#C0C0C0">Description</th>
</tr>
<tr>
<th align="center" width="50" bgcolor="#FFFFCC">-c</th>
<td align="center" width="100" bgcolor="#E6E6FA"><inputfile></td>
<td>Specifies the input file (THP file). This argument must <strong>always be specified</strong>.</td>
</tr>
<tr>
<th align="center" width="50" bgcolor="#FFFFCC">-s</th>
<td align="center" width="100" bgcolor="#E6E6FA"><wavefile><br><wavefile><br>......</td>
<td>Specifies the replacing sound file ('''WAV file'''). <br>When specifying more than one file for the argument, data is allocated to audio tracks in the order it is specified. If a THP file format that does not support multitracks is input, the output file will be in a format that supports multitracks.</td>
</tr>
<tr>
<th align="center" width="50" bgcolor="#FFFFCC">-d</th>
<td align="center" width="100" bgcolor="#E6E6FA"><outputfile></td>
<td>Specifies the output file (THP file). If this argument is not given, the <code>THPConv</code> tool will <strong>overwrite the input file.</strong></td>
</tr>
</table>
<br>
<table border="1" cellpadding="3" cellspacing="0">
<tr>
<th align="center" width="50" bgcolor="#FFFFCC">-r</th>
<td align="center" width="100" bgcolor="#E6E6FA"><framerate></td>
<td>Specifies the movie's frame rate. Frame rates from 1.0 to 59.94 can be specified. If nothing is specified, the default value (29.97) is used.</td>
</tr>
<tr>
<th align="center" width="50" bgcolor="#FFFFCC">-o</th>
<td align="center" width="100" bgcolor="#E6E6FA">-</td>
<td>THP movie data can internally store offsets to each frame data as a table. If this argument is specified, the <code>THPConv</code> tool will create an offset table in the THP data. If this argument is not specified, the THP movie data, no offset table will be created in the THP movie data.</td>
</tr>
<tr>
<th align="center" width="50" bgcolor="#FFFFCC">-non</th>
<td align="center" width="100" bgcolor="#E6E6FA" rowspan="3">-</td>
<td rowspan="3">Specifies the THP video data format. When interlace starts the video data from an odd numbered field, specify <b>-odd</b>. When interlace starts from an even numbered field, specify <b>-even</b>. If this argument is not specified, the THP video data format will be automatically set to non-interlaced (<b>-non</b>).</td>
</tr>
<tr>
<th align="center" width="50" bgcolor="#FFFFCC">-odd</th>
</tr>
<tr>
<th align="center" width="50" bgcolor="#FFFFCC">-even</th>
</tr>
<tr>
<th align="center" width="50" bgcolor="#FFFFCC">-trk</th>
<td align="center" width="100" bgcolor="#E6E6FA"><track No.><br><wavefile></td>
<td>If you only want to replace a single audio track dataset, use this option instead of <b>-s</b>. The first argument is the audio track number to replace (0-), the second argument is the sound file (WAV file) that will make the replacement. Using this option invalidates the <b>-r</b>, <b>-o</b>, <b>-non</b>, <b>-odd</b>, and <b>-even</b> options. This option can only be used with the THP file formats that support multitracks.</td>
</tr>
<tr>
<th align="center" width="50" bgcolor="#FFFFCC">-v</th>
<td align="center" width="100" bgcolor="#E6E6FA">-</td>
<td>Turns on Verbose mode.</td>
</tr>
<tr>
<th align="center" width="50" bgcolor="#FFFFCC">-h</th>
<td align="center" width="100" bgcolor="#E6E6FA">-</td>
<td>Displays the option list.</td>
</tr>
</table>
<br>
<h2><b>Notes</b></h2>
<hr style="background-color:transparent;">
<p><b>NOTE 1:</b> When the <code>THPConv</code> tool replaces audio data in existing THP movie data, the old THP audio data is deleted. Once the THP audio data is deleted, it cannot be restored. If no output file is specified when the audio data is replaced, the <code>THPConv</code> tool will overwrite the THP movie data. When replacing the audio data, be sure to create a backup file or to specify an output file; this will prevent accidental deletion of your data.</p>
<p><b>NOTE 2:</b> If the replacement WAV file has a longer playback time than the THP movie data, the section of the replacement WAV file that is longer than the THP movie data will not be converted. If the playback time of the THP movie data is longer than the wave file, the remaining section will be silent.</p>
<p><b>NOTE 3:</b> If the THP movie data specified as the input data does not contain audio data, this operation will add THP audio data to the specified file.</p>
<p><b>NOTE 4:</b> If you want the THP movie data to contain more than one audio track dataset, make sure that the channel counts and playback frequencies for all audio track datasets are the same.</p>
<p><b>NOTE 5:</b> Unlike the Nintendo GameCube, audio data on the Wii console is output at a set playback frequency (48,000 Hz or 32,000 Hz).</p>
<br>
<h1><b>Compatible file formats for THPConv</b></h1>
<hr style="background-color:transparent;">
<h2><b>Sequential JPEG File Format</b></h2>
<hr style="background-color:transparent;">
<h3><b>Description</b></h3>
<hr>
<hr style="background-color:transparent;">
<p>The <code>THPConv</code> tool can convert a group of sequential JPEG files having sequence numbers at the end of their filenames (indicating the playback order) to THP movie data. When interleaving audio data in sequential JPEG files, you must either specify the WAV files by using the <b>-s</b> option at the time the sequential JPEG files are converted, or add the WAV files after conversion.
<br>
<br>
The following restrictions apply to groups of sequential JPEG files that can be handled with the <code>THPConv</code> tool:</p>
<blockquote>
<table border="0">
<tr align="left">
<th width="10" valign="top">-</th>
<th>All JPEG files to be collected into a single THP movie dataset must have the same number of pixels in the horizontal and vertical directions.</th>
</tr>
<tr align="left">
<th width="10" valign="top">-</th>
<th> The group of sequential JPEG files must have sequence numbers (corresponding to frame numbers) appended to the end of their filenames.</th>
</tr>
<tr align="left">
<th width="10" valign="top">-</th>
<th> The number of the JPEG file corresponding to the initial frame of the THP movie data can be any number. However, the numbers of all files thereafter must be sequential.</th>
</tr>
<tr align="left">
<th width="10" valign="top">-</th>
<th> Please add leading zeros to the frame numbers appended to the filenames so that they all match the number of digits in the last frame.</th>
</tr>
</table>
</blockquote>
<p>The following restrictions apply to each file in a group of sequential JPEG files:</p>
<blockquote>
<table border="0">
<tr align="left">
<th width="10" valign="top">-</th>
<th>Only the JPEG baseline DCT format is supported.</th>
</tr>
<tr align="left">
<th width="10" valign="top">-</th>
<th>Only sequential encoding is supported.</th>
</tr>
<tr align="left">
<th width="10" valign="top">-</th>
<th>Only supports a sample rate of 4:2:0.</th>
</tr>
<tr align="left">
<th width="10" valign="top">-</th>
<th>The pixel counts in both the horizontal and vertical directions must be a multiple of 16.</th>
</tr>
<tr align="left">
<th width="10" valign="top">-</th>
<th>The maximum pixel count in the horizontal direction is 672 dots. There is no restriction on the pixel count in the vertical direction.</th>
</tr>
</table>
</blockquote>
<p>If the sequential JPEG files do not meet these requirements, the <code>THPConv</code> tool will output an error and stop processing.</p>
<br>
<h3><b>Example</b></h3>
<hr>
<hr style="background-color:transparent;">
<p>To create four seconds of THP movie data at 30 FPS from sequential JPEG files, the numbers of the sequential JPEG files (testxxx.jpg) should look like the following:</p>
<blockquote>
<table border="0">
<tr align="center">
<td align="center" width="80">Frame</td>
<td align="right" width="60"> 1 : </td>
<td width="180">test001.jpg</td>
</tr>
<tr align="center">
<td align="center" width="80">Frame</td>
<td align="right" width="60"> 2 : </td>
<td width="180">test002.jpg</td>
</tr>
<tr align="center">
<td align="center" width="80">Frame</td>
<td align="right" width="60"> 3 : </td>
<td width="180">test003.jpg</td>
</tr>
<tr align="center">
<td align="center" width="80"> …</td>
<td align="right" width="60"> … : </td>
<td width="180"> …</td>
</tr>
<tr align="center">
<td align="center" width="80">Frame</td>
<td align="right" width="60">51 : </td>
<td width="180">test051.jpg</td>
</tr>
<tr align="center">
<td align="center" width="80">Frame</td>
<td align="right" width="60">52 : </td>
<td width="180">test052.jpg</td>
</tr>
<tr align="center">
<td align="center" width="80"> …</td>
<td align="right" width="60"> … : </td>
<td width="180"> …</td>
</tr>
<tr align="center">
<td align="center" width="80">Frame</td>
<td align="right" width="60">118 : </td>
<td width="180">test118.jpg</td>
</tr>
<tr align="center">
<td align="center" width="80">Frame</td>
<td align="right" width="60">119 : </td>
<td width="180">test119.jpg</td>
</tr>
<tr align="center">
<td align="center" width="80">Frame</td>
<td align="right" width="60">120 : </td>
<td width="180">test120.jpg</td>
</tr>
</table>
</blockquote>
<br>
<h2><b>WAV file format</b></h2>
<hr style="background-color:transparent;">
<h3><b>Description</b></h3>
<hr>
<hr style="background-color:transparent;">
<p>The <code>THPConv</code> tool can convert a general WAV file to THP audio data and interleave it with THP movie data. The following restrictions apply to WAV files that can be converted by the <code>THPConv</code> tool.</p>
<blockquote>
- <b>They must be non-compressed 16-bit PCM data.</b><br>
- <b>Monaural (one channel) and stereo (two channels) are supported.</b>
</blockquote>
<p>If the wav file does not meet these requirements, the <code>THPConv</code> tool will output an error and stop processing.</p>
<br>
<h3><b>Notes</b></h3>
<hr>
<hr style="background-color:transparent;">
<p>
<strong><b>NOTE 1:</b></strong> Unlike the Nintendo GameCube, audio data is output at the set playback frequency (of 48,000 Hz or 32,000 Hz) on the Wii.
</p>
<p>
<b>NOTE 2: </b> WAV files having a playback frequency other than 48,000Hz or 32,000Hz can be specified in <code>THPConv</code>. When playing THP movie data created with such WAV files, use <code>THPPlayerStrmAX</code>.<br><br>Even if you created THP movie data specifying wav files with a playback frequency of 48,000Hz or 32,000Hz, if the playback frequency setting on the Wii is different, use <code>THPPlayerStrmAX</code>.
</p>
<p>
<b>NOTE 3:</b> If you want the THP movie data to contain more than one audio data set, make sure the channel counts and playback frequencies for all data sets are the same.
</p>
<br>
<!--
= Creating a THP video for SMG =
''THPConv.exe is originally a Windows binary, but a port to Linux exits. You can find it [https://github.com/MasterofGalaxies/THPConv here]''
# Run the following in a shell program: ''ffmpeg -i Input.mp4 -r 59.94 -vf scale=640:368 temp\frame%03d.jpg'' (Replace Input.mp4 and temp with what you want)
# If you are going to make the video have audio run this: ''ffmpeg -i Input.mp4 -r 59.94 -f u16be audio.wav'' (Replace Input.mp4 and audio.wav with what you want)
# Then, run this if you are not making a video with audio: ''THPConv.exe -j temp\*.jpg -r 59.94 -d output.thp'' (Replace temp and output.thp with what you want)
# If you DO want audio, run this instead: ''THPConv.exe -j temp\*.jpg -r 59.94 -s audio.wav -d output.thp'' (Replace temp, audio.wav, and output.thp with what you want)
# Attempt replacing one of the THP Videos in [[File_system#MovieData|MovieData]] and see if it works.
-->
867fcd6793e32be13723fba1b2c20e275c0c19e0
294
293
2023-05-02T00:11:01Z
HummingOwl
9
wikitext
text/x-wiki
[[Category:Tools]]{{SDK Reference}}
'''THPConv.exe''' is a prebuilt Win32 console application that Nintendo provides in the Wii and GCN SDKs. It is used to convert sequential JPEG images into a THP video format (with an option to include audio into it from a WAV audio file) and to include/replace audio of an existent THP video. It needs the '''dsptool.dll''' file to work.
There is a similar program called '''THPConvD.exe''' included alonside '''THPConv.exe''' and according to the Wii SDK docs:
<blockquote><i>there is no difference in how the two behave. Normally you should use THPConv.exe. THPConvD.exe remains in order to maintain compatibility with past systems.</i></blockquote>
So you may use either '''THPConv.exe''' or '''THPConvD.exe''' to make/edit THP files (be sure to have the respective '''dsptoolD.dll''' for '''THPConvD.exe''').
Linux users can use [https://www.winehq.org/ Wine] to run both programs.
<br>
<h1>Converting Sequential JPEG files to THP Movie Data</h1>
<h2>Description</h2>
The following describes how to use the <code>THPConv</code> tool to convert '''Sequential JPEG files''' to '''THP movie data''':
<blockquote style="border: none;">
<pre>THPConv.exe -j <*.jpg> -d <outputfile> [-<option> <argument>]</pre>
</blockquote>
Options Description:
<blockquote style="border: none;">
<table border="1" cellpadding="3" cellspacing="0">
<tr align="center">
<th width="50" bgcolor="#C0C0C0">Option</th>
<th width="100" bgcolor="#C0C0C0">Argument</th>
<th bgcolor="#C0C0C0">Description</th>
</tr>
<tr>
<th align="center" width="50" bgcolor="#FFFFCC">-j</th>
<td align="center" width="100" bgcolor="#E6E6FA"><*.jpg></td>
<td>Specifies the input files (sequential JPEG files). Wildcard characters ("*") can be used. This argument must <strong>always be specified</strong>.</td>
</tr>
<tr>
<th align="center" width="50" bgcolor="#FFFFCC">-d</th>
<td align="center" width="100" bgcolor="#E6E6FA"><outputfile></td>
<td>Specifies the output file (THP file). This argument must <strong>always be specified</strong>.</td>
</tr>
</table>
<br>
<table border="1" cellpadding="3" cellspacing="0">
<tr>
<th align="center" width="50" bgcolor="#FFFFCC">-s</th>
<td align="center" width="100" bgcolor="#E6E6FA"><wavefile><br><wavefile><br>......</td>
<td>Specifies the audio file (WAV file) that will be converted to THP audio data. When specifying more than one file for the argument, data is allocated to audio tracks in the order it is specified.</td>
</tr>
<tr>
<th align="center" width="50" bgcolor="#FFFFCC">-r</th>
<td align="center" width="100" bgcolor="#E6E6FA"><framerate></td>
<td>Specifies the movie's frame rate. Frame rates from 1.0 to 59.94 can be specified. If nothing is specified, the default value (29.97) is used.</td>
</tr>
<tr>
<th align="center" width="50" bgcolor="#FFFFCC">-o</th>
<td align="center" width="100" bgcolor="#E6E6FA">-</td>
<td>THP movie data can internally store offsets to each frame data as a table. If this argument is specified, the <code>THPConv</code> tool will create an offset table in the THP data. If this argument is not specified, the THP movie data, no offset table will be created in the THP movie data.</td>
</tr>
<tr>
<th align="center" width="50" bgcolor="#FFFFCC">-non</th>
<td align="center" width="100" bgcolor="#E6E6FA" rowspan="3">-</td>
<td rowspan="3">Specifies the THP video data format. When interlace starts the video data from an odd numbered field, specify <b>-odd</b>. When interlace starts from an even numbered field, specify <b>-even</b>. If this argument is not specified, the THP video data format is automatically set to non-interlaced (<b>-non</b>).</td>
</tr>
<tr>
<th align="center" width="50" bgcolor="#FFFFCC">-odd</th>
</tr>
<tr>
<th align="center" width="50" bgcolor="#FFFFCC">-even</th>
</tr>
<tr>
<th align="center" width="50" bgcolor="#FFFFCC">-v</th>
<td align="center" width="100" bgcolor="#E6E6FA">-</td>
<td>Turns on Verbose mode.</td>
</tr>
<tr>
<th align="center" width="50" bgcolor="#FFFFCC">-h</th>
<td align="center" width="100" bgcolor="#E6E6FA">-</td>
<td>Displays the option list.</td>
</tr>
</table>
</blockquote>
<br>
<h2>Example</h2>
<blockquote style="border: none;">
<pre>THPConv.exe -j test*.jpg -d output.thp</pre>
</blockquote>
<p>When this example is executed from a command line, the sequential JPEG files in the current directory (test001.jpg, test002.jpg, test003.jpg, etc.) are converted to THP video data and collected into a single THP movie data file (output.thp). No WAV audio is specified so the THP video will be just video without audio.</p>
<br>
<h2>Notes</h2>
<p><b>NOTE 1:</b> When converting sequential JPEG files to THP movie data, the names of the specified input files must have the extension ".jpg" or ".jpeg".</p>
<p><b>NOTE 2:</b> Unlike the Nintendo GameCube, audio data is output at the set playback frequency (of 48,000 Hz or 32,000 Hz) on the Wii.</p>
<br>
<h1>Changing THP Audio Data in THP Movie Data</h1>
Note that some of the commands options above are the same here (being those '''-s''', '''-d''', '''-r''', '''-o''', '''-non''', '''-even''', '''-odd''', '''-v''', '''-h''').
<br>
<h2>Description</h2>
<p>Below are the instructions for using the <code>THPConv</code> tool to change the THP audio data in '''THP Movie Data'''.</p>
<blockquote style="border: none;">
<pre>THPConv.exe -c <inputfile> -s <wavefile> <wavefile>... -d <outputfile> [-<option> <argument>]</pre>
</blockquote>
Options Description:
<blockquote style="border: none;">
<table border="1" cellpadding="3" cellspacing="0">
<tr align="center">
<th width="50" bgcolor="#C0C0C0">option</th>
<th width="100" bgcolor="#C0C0C0">argument</th>
<th bgcolor="#C0C0C0">Description</th>
</tr>
<tr>
<th align="center" width="50" bgcolor="#FFFFCC">-c</th>
<td align="center" width="100" bgcolor="#E6E6FA"><inputfile></td>
<td>Specifies the input file (THP file). This argument must <strong>always be specified</strong>.</td>
</tr>
<tr>
<th align="center" width="50" bgcolor="#FFFFCC">-s</th>
<td align="center" width="100" bgcolor="#E6E6FA"><wavefile><br><wavefile><br>......</td>
<td>Specifies the replacing sound file ('''WAV file'''). <br>When specifying more than one file for the argument, data is allocated to audio tracks in the order it is specified. If a THP file format that does not support multitracks is input, the output file will be in a format that supports multitracks.</td>
</tr>
<tr>
<th align="center" width="50" bgcolor="#FFFFCC">-d</th>
<td align="center" width="100" bgcolor="#E6E6FA"><outputfile></td>
<td>Specifies the output file (THP file). If this argument is not given, the <code>THPConv</code> tool will <strong>overwrite the input file.</strong></td>
</tr>
</table>
<br>
<table border="1" cellpadding="3" cellspacing="0">
<tr>
<th align="center" width="50" bgcolor="#FFFFCC">-r</th>
<td align="center" width="100" bgcolor="#E6E6FA"><framerate></td>
<td>Specifies the movie's frame rate. Frame rates from 1.0 to 59.94 can be specified. If nothing is specified, the default value (29.97) is used.</td>
</tr>
<tr>
<th align="center" width="50" bgcolor="#FFFFCC">-o</th>
<td align="center" width="100" bgcolor="#E6E6FA">-</td>
<td>THP movie data can internally store offsets to each frame data as a table. If this argument is specified, the <code>THPConv</code> tool will create an offset table in the THP data. If this argument is not specified, the THP movie data, no offset table will be created in the THP movie data.</td>
</tr>
<tr>
<th align="center" width="50" bgcolor="#FFFFCC">-non</th>
<td align="center" width="100" bgcolor="#E6E6FA" rowspan="3">-</td>
<td rowspan="3">Specifies the THP video data format. When interlace starts the video data from an odd numbered field, specify <b>-odd</b>. When interlace starts from an even numbered field, specify <b>-even</b>. If this argument is not specified, the THP video data format will be automatically set to non-interlaced (<b>-non</b>).</td>
</tr>
<tr>
<th align="center" width="50" bgcolor="#FFFFCC">-odd</th>
</tr>
<tr>
<th align="center" width="50" bgcolor="#FFFFCC">-even</th>
</tr>
<tr>
<th align="center" width="50" bgcolor="#FFFFCC">-trk</th>
<td align="center" width="100" bgcolor="#E6E6FA"><track No.><br><wavefile></td>
<td>If you only want to replace a single audio track dataset, use this option instead of <b>-s</b>. The first argument is the audio track number to replace (0-), the second argument is the sound file (WAV file) that will make the replacement. Using this option invalidates the <b>-r</b>, <b>-o</b>, <b>-non</b>, <b>-odd</b>, and <b>-even</b> options. This option can only be used with the THP file formats that support multitracks.</td>
</tr>
<tr>
<th align="center" width="50" bgcolor="#FFFFCC">-v</th>
<td align="center" width="100" bgcolor="#E6E6FA">-</td>
<td>Turns on Verbose mode.</td>
</tr>
<tr>
<th align="center" width="50" bgcolor="#FFFFCC">-h</th>
<td align="center" width="100" bgcolor="#E6E6FA">-</td>
<td>Displays the option list.</td>
</tr>
</table>
</blockquote>
<br>
<h2>Notes</h2>
<p><b>NOTE 1:</b> When the <code>THPConv</code> tool replaces audio data in existing THP movie data, the old THP audio data is deleted. Once the THP audio data is deleted, it cannot be restored. If no output file is specified when the audio data is replaced, the <code>THPConv</code> tool will overwrite the THP movie data. When replacing the audio data, be sure to create a backup file or to specify an output file; this will prevent accidental deletion of your data.</p>
<p><b>NOTE 2:</b> If the replacement WAV file has a longer playback time than the THP movie data, the section of the replacement WAV file that is longer than the THP movie data will not be converted. If the playback time of the THP movie data is longer than the wave file, the remaining section will be silent.</p>
<p><b>NOTE 3:</b> If the THP movie data specified as the input data does not contain audio data, this operation will add THP audio data to the specified file.</p>
<p><b>NOTE 4:</b> If you want the THP movie data to contain more than one audio track dataset, make sure that the channel counts and playback frequencies for all audio track datasets are the same.</p>
<p><b>NOTE 5:</b> Unlike the Nintendo GameCube, audio data on the Wii console is output at a set playback frequency (48,000 Hz or 32,000 Hz).</p>
<br>
<h1>Compatible file formats for THPConv</h1>
<h2>Sequential JPEG File Format</h2>
<h3>Description</h3>
<hr>
<p>The <code>THPConv</code> tool can convert a group of sequential JPEG files having sequence numbers at the end of their filenames (indicating the playback order) to THP movie data. When interleaving audio data in sequential JPEG files, you must either specify the WAV files by using the <b>-s</b> option at the time the sequential JPEG files are converted, or add the WAV files after conversion.
<br>
<br>
The following restrictions apply to groups of sequential JPEG files that can be handled with the <code>THPConv</code> tool:</p>
<blockquote>
<table border="0">
<tr align="left">
<th width="10" valign="top">-</th>
<th>All JPEG files to be collected into a single THP movie dataset must have the same number of pixels in the horizontal and vertical directions.</th>
</tr>
<tr align="left">
<th width="10" valign="top">-</th>
<th> The group of sequential JPEG files must have sequence numbers (corresponding to frame numbers) appended to the end of their filenames.</th>
</tr>
<tr align="left">
<th width="10" valign="top">-</th>
<th> The number of the JPEG file corresponding to the initial frame of the THP movie data can be any number. However, the numbers of all files thereafter must be sequential.</th>
</tr>
<tr align="left">
<th width="10" valign="top">-</th>
<th> Please add leading zeros to the frame numbers appended to the filenames so that they all match the number of digits in the last frame.</th>
</tr>
</table>
</blockquote>
<p>The following restrictions apply to each file in a group of sequential JPEG files:</p>
<blockquote>
<table border="0">
<tr align="left">
<th width="10" valign="top">-</th>
<th>Only the JPEG baseline DCT format is supported.</th>
</tr>
<tr align="left">
<th width="10" valign="top">-</th>
<th>Only sequential encoding is supported.</th>
</tr>
<tr align="left">
<th width="10" valign="top">-</th>
<th>Only supports a sample rate of 4:2:0.</th>
</tr>
<tr align="left">
<th width="10" valign="top">-</th>
<th>The pixel counts in both the horizontal and vertical directions must be a multiple of 16.</th>
</tr>
<tr align="left">
<th width="10" valign="top">-</th>
<th>The maximum pixel count in the horizontal direction is 672 dots. There is no restriction on the pixel count in the vertical direction.</th>
</tr>
</table>
</blockquote>
<p>If the sequential JPEG files do not meet these requirements, the <code>THPConv</code> tool will output an error and stop processing.</p>
<br>
<h3>Example</h3>
<hr>
<p>To create four seconds of THP movie data at 30 FPS from sequential JPEG files, the numbers of the sequential JPEG files (testxxx.jpg) should look like the following:</p>
<blockquote>
<table border="0">
<tr align="center">
<td align="center" width="80">Frame</td>
<td align="right" width="60"> 1 : </td>
<td width="180">test001.jpg</td>
</tr>
<tr align="center">
<td align="center" width="80">Frame</td>
<td align="right" width="60"> 2 : </td>
<td width="180">test002.jpg</td>
</tr>
<tr align="center">
<td align="center" width="80">Frame</td>
<td align="right" width="60"> 3 : </td>
<td width="180">test003.jpg</td>
</tr>
<tr align="center">
<td align="center" width="80"> …</td>
<td align="right" width="60"> … : </td>
<td width="180"> …</td>
</tr>
<tr align="center">
<td align="center" width="80">Frame</td>
<td align="right" width="60">51 : </td>
<td width="180">test051.jpg</td>
</tr>
<tr align="center">
<td align="center" width="80">Frame</td>
<td align="right" width="60">52 : </td>
<td width="180">test052.jpg</td>
</tr>
<tr align="center">
<td align="center" width="80"> …</td>
<td align="right" width="60"> … : </td>
<td width="180"> …</td>
</tr>
<tr align="center">
<td align="center" width="80">Frame</td>
<td align="right" width="60">118 : </td>
<td width="180">test118.jpg</td>
</tr>
<tr align="center">
<td align="center" width="80">Frame</td>
<td align="right" width="60">119 : </td>
<td width="180">test119.jpg</td>
</tr>
<tr align="center">
<td align="center" width="80">Frame</td>
<td align="right" width="60">120 : </td>
<td width="180">test120.jpg</td>
</tr>
</table>
</blockquote>
<br>
<h2>WAV file format</h2>
<h3>Description</h3>
<hr>
<p>The <code>THPConv</code> tool can convert a general WAV file to THP audio data and interleave it with THP movie data. The following restrictions apply to WAV files that can be converted by the <code>THPConv</code> tool.</p>
<blockquote>
- <b>They must be non-compressed 16-bit PCM data.</b><br>
- <b>Monaural (one channel) and stereo (two channels) are supported.</b>
</blockquote>
<p>If the wav file does not meet these requirements, the <code>THPConv</code> tool will output an error and stop processing.</p>
<br>
<h3>Notes</h3>
<hr>
<p>
<strong><b>NOTE 1:</b></strong> Unlike the Nintendo GameCube, audio data is output at the set playback frequency (of 48,000 Hz or 32,000 Hz) on the Wii.
</p>
<p>
<b>NOTE 2: </b> WAV files having a playback frequency other than 48,000Hz or 32,000Hz can be specified in <code>THPConv</code>. When playing THP movie data created with such WAV files, use <code>THPPlayerStrmAX</code>.<br><br>Even if you created THP movie data specifying wav files with a playback frequency of 48,000Hz or 32,000Hz, if the playback frequency setting on the Wii is different, use <code>THPPlayerStrmAX</code>.
</p>
<p>
<b>NOTE 3:</b> If you want the THP movie data to contain more than one audio data set, make sure the channel counts and playback frequencies for all data sets are the same.
</p>
<br>
<!--
= Creating a THP video for SMG =
''THPConv.exe is originally a Windows binary, but a port to Linux exits. You can find it [https://github.com/MasterofGalaxies/THPConv here]''
# Run the following in a shell program: ''ffmpeg -i Input.mp4 -r 59.94 -vf scale=640:368 temp\frame%03d.jpg'' (Replace Input.mp4 and temp with what you want)
# If you are going to make the video have audio run this: ''ffmpeg -i Input.mp4 -r 59.94 -f u16be audio.wav'' (Replace Input.mp4 and audio.wav with what you want)
# Then, run this if you are not making a video with audio: ''THPConv.exe -j temp\*.jpg -r 59.94 -d output.thp'' (Replace temp and output.thp with what you want)
# If you DO want audio, run this instead: ''THPConv.exe -j temp\*.jpg -r 59.94 -s audio.wav -d output.thp'' (Replace temp, audio.wav, and output.thp with what you want)
# Attempt replacing one of the THP Videos in [[File_system#MovieData|MovieData]] and see if it works.
-->
8cdeb387ae4fbf6fca3e26b233c7e757616e69ec
Resarc
0
35
290
139
2023-04-30T07:35:56Z
GalaxyMaster
1
add category
wikitext
text/x-wiki
'''Resarc''' is Nintendo's internal [[RARC]] archiver.
The existence of an internal tool for managing RARC archives is a basic assumption, but the name is known from /ObjectData/DemoMario.arc/demomario/demomario.xnim:
<pre>
<?xml version="1.0" encoding="Shift_JIS" ?>
<nim>
<head>
<create user="hayakat" host="" date="2006-01-11T18:52:56" source="Resource\dvdroot\ObjectData\DemoMario.arc" />
<title>DemoMario.xnim</title>
<comment>インデックスとリソースファイルのパス名との対応情報</comment>
<generator name="Resarc" version="1.5.3" />
</head>
<body>
<group name="demomario">
<name id="0">demomario/demomario.bmd</name>
<name id="1">demomario/wait.bck</name>
<name id="2">demomario/walk.bck</name>
</group>
</body>
</nim>
</pre>
The Japanese comment translates to "Correspondence information with index and resource file's path name". ''hayakat'' is [[Takeshi Hayakawa]], the game's lead programmer.
[[Category:Internal tools]]
5a28b5a5204535db381f002df37b7bab56780217
MapTool
0
101
291
2023-04-30T07:38:01Z
GalaxyMaster
1
create page
wikitext
text/x-wiki
'''MapTool''' is believed to be the name of the stage editor used on at least [[Donkey Kong Jungle Beat]], Super Mario Galaxy, and Super Mario Galaxy 2. It is unknown whether it is exclusive to [[Nintendo EAD Tokyo|EAD Tokyo]] or part of [[JSystem]]. (todo: check other JSys games for references to it)
The existence of an internal tool for editing stages is a basic assumption, but the name is known from paths at the bottom of /ObjectData/BathtubPlanet.arc/bathtubplanet/jmap.ini:
<pre>
[FHISTORY]
0=\\jcsnas2\gcdonkey$\MarioRV\MapTool\StageData\TrialProduct01\R00_tool.jmp
1=\\jcsnas2\gcdonkey$\MarioRV\MapTool\StageData\TrialProduct00\R00_tool.jmp
2=\\jcsnas2\gcdonkey$\MarioRV\MapTool\StageData\TestSpiralMap\R00_tool.jmp
3=\\jcsnas2\gcdonkey$\MarioRV\MapTool\StageData\SnowAndPeachSlider\R00_tool.jmp
</pre>
[[Category:Internal tools]]
a5f543dd8a0493055f57a51c60fa3b9eda46090a
Project Star World
0
102
295
2023-05-15T02:05:44Z
GalaxyMaster
1
create page
wikitext
text/x-wiki
'''Project Star World''' is a Super Mario Galaxy 1 mod that recreates Super Mario Galaxy's [[E3 demo|E3 2006 demo]].
[https://github.com/mariomadproductions/project-star-world Repository]
01b6f97f5ce9aafa44640e7cabd4543a5791e673
File:E3 2007 appointment room kiosk demo screenshot by Press The Buttons - Super Mario Galaxy.png
6
103
296
2023-05-15T03:19:46Z
GalaxyMaster
1
A secret photo taken behind-the-scenes for E3M&BS 07 showing a Super Mario Galaxy demo build's menu for selecting stages, likely an instance of [[StageSelectMenu]].
wikitext
text/x-wiki
== Summary ==
A secret photo taken behind-the-scenes for E3M&BS 07 showing a Super Mario Galaxy demo build's menu for selecting stages, likely an instance of [[StageSelectMenu]].
b126041b75faedb25b0465dcbb021dc605638488
StageSelectMenu
0
104
297
2023-05-15T03:28:26Z
GalaxyMaster
1
create page
wikitext
text/x-wiki
'''StageSelectMenu''' is a feature in Super Mario Galaxy's Develop builds that allows the player/tester to choose from a list of stages. Its existence is known from the Develop builds' symbol maps, and from [[/Debug]]/StageSelectMenu.tbl.
=== StageSelectMenu.tbl ===
{| class="wikitable mw-collapsible mw-collapsed"
! path || label || StageName || Unknown (1439D35C) || Unknown (6DC3A6D2) || ScenarioNo
|-
| /NewFolder || ステージ || || || 0 || 1
|-
| /NewFolder/HeavensDoorGalaxy || ヘヴンズドアギャラクシー || || || 0 || 1
|-
| /NewFolder/HeavensDoorGalaxy/0 || ヘヴンズドアインサイドゾーン || HeavensDoorInsideZone || || 0 || 1
|-
| /NewFolder/HeavensDoorGalaxy/0 || ヘヴンズドア(小)ゾーン || HeavensDoorSmallZone || || 0 || 1
|-
| /NewFolder/HeavensDoorGalaxy/0 || ヘヴンズドア(中)ゾーン || HeavensDoorMiddleZone || || 0 || 1
|-
| /NewFolder/HeavensDoorGalaxy/0 || ヘヴンズドア(大)ゾーン || HeavensDoorLargeZone || || 0 || 1
|-
| /NewFolder/HeavensDoorGalaxy/0 || ヘヴンズドアミステリアスゾーン || HeavensDoorMysteriousZone || || 0 || 1
|-
| /NewFolder/NewFolder9 || トイボックス || || || 6 || 1
|-
| /NewFolder/NewFolder9/0 || ホッパーボトルゾーン || HopperBottleZone || || 0 || 1
|-
| /NewFolder/NewFolder9/0 || 嵐の海のサルベージゾーン || SeaStormPlanetZone || || 0 || 1
|-
| /NewFolder/NewFolder9/0 || 壁重力ゾーン || WallGravityZone || || 0 || 1
|-
| /NewFolder/NewFolder9/0 || メカクッパゾーン || MechanicKoopaZone || || 0 || 1
|-
| /NewFolder/NewFolder9/0 || メカキノコゾーン || MechaKinokoZone || || 0 || 1
|-
| /NewFolder/NewFolder9/0 || ミニメカクッパゾーン || MiniMechanicKoopaZone || || 0 || 1
|-
| /NewFolder/NewFolder9/0 || ファクトリー内部ゾーン || FactoryInsideZone || || 0 || 1
|-
| /NewFolder/NewFolder9/0 || ドンケツゾーン || DonketuZone || || 0 || 1
|-
| /NewFolder/NewFolder9/0 || スペースステーションゾーン || SpaceStationZone || || 0 || 1
|-
| /NewFolder/NewFolder9/0 || クルーズDPDゾーン || CruiseDPDZone || || 0 || 1
|-
| /NewFolder/NewFolder9/0 || スイーツアステロイドゾーン || SweetsAsteroidZone || || 0 || 1
|-
| /NewFolder/NewFolder9/0 || チョコンベヤーゾーン || ChoconveyorZone || || 0 || 1
|-
| /NewFolder/NewFolder9/0 || トイファクトリーギャラクシー || FactoryGalaxy || || 0 || 1
|-
| /NewFolder/NewFolder9/0 || バースデーケーキゾーン || BirthdayCakeZone || || 0 || 1
|-
| /NewFolder/NewFolder7 || 天文台外側 || || || 0 || 1
|-
| /NewFolder/NewFolder7/0 || シナリオ1 || AstroGalaxy || || 0 || 1
|-
| /NewFolder/NewFolder7/0 || シナリオ2 || AstroGalaxy || || 0 || 2
|-
| /NewFolder/NewFolder7/0 || シナリオ3 || AstroGalaxy || || 0 || 3
|-
| /NewFolder/NewFolder7/0 || シナリオ4 || AstroGalaxy || D || 0 || 4
|-
| /NewFolder/0 || 図書室 || LibraryRoom || || 0 || 1
|-
| /NewFolder/0 || 天文ドーム || AstroDome || || 0 || 1
|-
| /NewFolder/0 || ピーチ城前庭 || PeachCastleGardenGalaxy || || 0 || 1
|-
| /NewFolder/0 || ピーチ城・最終 || PeachCastleFinalGalaxy || || 0 || 1
|-
| /NewFolder/0 || 旧ピーチ城前庭 || HosonoTest04 || || 0 || 1
|-
| /NewFolder/0 || 天文台惑星 || AstroHomeZone || || 0 || 1
|-
| /NewFolder/NewFolder6 || エッグプラネット || || || 0 || 1
|-
| /NewFolder/NewFolder6/0 || 球状内部ゾーン || SphereInsideZone || || 0 || 1
|-
| /NewFolder/NewFolder6/0 || 二隻の海賊船ゾーン || OceanTwinPiratesZone || || 0 || 1
|-
| /NewFolder/NewFolder6/0 || ツインフォールレイクゾーン || TwinFallLakeZone || || 0 || 1
|-
| /NewFolder/NewFolder6/0 || そら豆惑星ゾーン || SoramameZone || || 0 || 1
|-
| /NewFolder/NewFolder6/0 || わたげ星ゾーン || PuffballZone || || 0 || 1
|-
| /NewFolder/NewFolder6/0 || ココツインゾーン || CoCoTwinZone || || 0 || 1
|-
| /NewFolder/NewFolder6/0 || スターエッグロードゾーン || StarEggRoadZone || || 0 || 1
|-
| /NewFolder/NewFolder6/0 || スター惑星ゾーン || BlueStarZone || || 0 || 1
|-
| /NewFolder/NewFolder6/0 || タンポポが丘ゾーン || DandelionHillZone || || 0 || 1
|-
| /NewFolder/NewFolder6/0 || ディスクガーデンゾーン || DiskGardenZone || || 0 || 1
|-
| /NewFolder/NewFolder6/0 || ディノパックン戦ゾーン || DinoPakkunBattleZone || || 0 || 1
|-
| /NewFolder/NewFolder6/0 || ドラヤキ要塞ゾーン || DorayakiFortressZone || || 0 || 1
|-
| /NewFolder/NewFolder6/0 || ハテナ花畑ゾーン || QuestionFlowerGardenZone || || 0 || 1
|-
| /NewFolder/NewFolder6/0 || ピーナッツ惑星ゾーン || PeanutZone || || 0 || 1
|-
| /NewFolder/NewFolder6/0 || ミスティックタワーゾーン || ReverseGravityTowerZone || || 0 || 1
|-
| /NewFolder/NewFolder6/0 || 星くずの丘ゾーン || StardustHillZone || || 0 || 1
|-
| /NewFolder/NewFolder6/0 || 草むら双子惑星ゾーン || GlassyTwinsPlanetZone || || 0 || 1
|-
| /NewFolder/NewFolder2 || ハニービーキングダム || || || 0 || 1
|-
| /NewFolder/NewFolder2/Zone || ゾーン || || || 0 || 1
|-
| /NewFolder/NewFolder2/Zone/0 || ハチの崖ゾーン || BeeCliffZone || || 0 || 1
|-
| /NewFolder/NewFolder2/Zone/0 || フラワーロードゾーン || FlowerRoadZone || || 0 || 1
|-
| /NewFolder/NewFolder2/Zone/0 || マザーハッチーゾーン || MotherBeeZone || || 0 || 1
|-
| /NewFolder/NewFolder2/Zone/0 || カベのぼりEX(A)ゾーン || WallClimbEXAZone || || 0 || 1
|-
| /NewFolder/NewFolder2/Zone/0 || カベのぼりEX(B)ゾーン || WallClimbEXBZone || || 0 || 1
|-
| /NewFolder/NewFolder2/Zone/0 || カベのぼりEX(C)ゾーン || WallClimbEXCZone || || 0 || 1
|-
| /NewFolder/0 || チャレンジサーフィン || SurfingLv1Galaxy || || 0 || 1
|-
| /NewFolder/NewFolder10 || スターダスト || || || 0 || 1
|-
| /NewFolder/NewFolder10/0 || スターダスト || StarDustGalaxy || || 0 || 1
|-
| /NewFolder/NewFolder10/0 || まゆEX || CocoonEXZone || || 0 || 1
|-
| /NewFolder/BSG || バトルシップ || || || 0 || 1
|-
| /NewFolder/BSG/0 || [シナリオ1] || BattleShipGalaxy || || 0 || 1
|-
| /NewFolder/BSG/0 || [シナリオ2] || BattleShipGalaxy || || 0 || 2
|-
| /NewFolder/BSG/0 || [シナリオ3] || BattleShipGalaxy || || 0 || 3
|-
| /NewFolder/BSG/BSZ || ゾーン || || || 0 || 1
|-
| /NewFolder/BSG/BSZ/0 || 対巨大要塞ゾーン || VsHugeBattleShipZone || A || 0 || 1
|-
| /NewFolder/BSG/BSZ/0 || 分子構造惑星ゾーン || BombheiLectureZone || A || 0 || 1
|-
| /NewFolder/BSG/BSZ/0 || 宇宙機雷Gキャプチャーゾーン || SpaceMineGCaptureZone || A || 0 || 1
|-
| /NewFolder/BSG/BSZ/0 || 要塞内部移動用砲台ゾーン || MarioLancherLecture3Zone || A || 0 || 1
|-
| /NewFolder/BSG/BSZ/0 || 移動用砲台楕円惑星ゾーン || MarioLancherLecture2Zone || A || 0 || 1
|-
| /NewFolder/BSG/BSZ/0 || 要塞内部重力反転ゾーン || UfoGravityTurnOverZone || A || 0 || 3
|-
| /NewFolder/BSG/BSZ/0 || 要塞内部ジャンプビーマーゾーン || FortressJumpBeamerZone || A || 0 || 3
|-
| /NewFolder/BSG/BSZ/0 || 球状穴ぼこキラーゾーン || BattleShipKillerPlanetZone\StageData || A || 0 || 1
|-
| /NewFolder/BSG/BSZ/0 || トライレッグボスゾーン || TriPodBossZone || A || 0 || 3
|-
| /NewFolder/BSG/BSZ/0 || 要塞タイムアタックゾーン || BombTimeAttackZone || A || 0 || 1
|-
| /NewFolder/BSG/BSS || 試作 || || || 0 || 1
|-
| /NewFolder/BSG/BSS/0 || 対要塞試作00ゾーン || VsHugeBattleShipT00Zone || A || 0 || 1
|-
| /NewFolder/BSG/BSS/0 || 要塞内部ジャンプガーダーゾーン || BattleShipJumpGuarderZone || A || 0 || 3
|-
| /NewFolder/BSG/BSS/0 || UFOジャンプガーダー2ゾーン || UfoJumpGuarderZone || C || 0 || 3
|-
| /NewFolder/BSG/BSS/0 || UFOベーゴマンゾーン || UfoBegomanZone || C || 0 || 3
|-
| /NewFolder/BSG/BSS/0 || 林田ギャラクシー || BattleShipGalaxyTrial || || 0 || 1
|-
| /NewFolder/BSG/BSS/0 || ジャンプガーターゾーン || UfoInside1Zone || C || 0 || 3
|-
| /NewFolder/BSG/BSS/0 || Y字惑星ゾーン || YShapePlanetZone || || 0 || 3
|-
| /NewFolder/BSG/BSS/0 || UFOツキダシクンゾーン || UfoTsukidashiKunZone || || 0 || 3
|-
| /NewFolder/BSG/BSS/0 || UFOジライラゾーン || UfoJirairaZone || || 0 || 3
|-
| /NewFolder/BSG/BSS/0 || 球状キラーゾーン || SubordineteGamilassZone || || 0 || 3
|-
| /NewFolder/BSG/BSS/0 || ボム兵レクチャー || BombheiLectureOld1Zone || || 0 || 1
|-
| /NewFolder/BSG/BSS/0 || 移動用砲台レクチャー || MarioLancherLectureZone || || 0 || 1
|-
| /NewFolder/BSG/BSS/0 || 戦艦内部 || HugeUfoInsideZone || || 0 || 3
|-
| /NewFolder/BSG/BSS/0 || トライアングルUFO || TriangleUfoZone || || 0 || 1
|-
| /NewFolder/0 || ■クッパ戦1 || HosonoTest04 || || 0 || 1
|-
| /NewFolder/0 || ウインドガーデン || CosmosGardenGalaxy || || 0 || 1
|-
| /NewFolder/NewFolder22 || アイスボルケーノ || || || 0 || 1
|-
| /NewFolder/NewFolder22/0 || アイスボルケーノギャラクシー || IceVolcanoGalaxy || || 0 || 1
|-
| /NewFolder/NewFolder22/NewFolder || ゾーン || || || 0 || 1
|-
| /NewFolder/NewFolder22/NewFolder/0 || 雪溶かしゲーム || YukidarumaZone || || 0 || 1
|-
| /NewFolder/NewFolder22/NewFolder/0 || アステロイドベルトゾーン || AsteroidBeltZone || || 0 || 1
|-
| /NewFolder/NewFolder22/NewFolder/0 || アイスリングAゾーンシナリオ1 || IceRingAZone || A || 0 || 1
|-
| /NewFolder/NewFolder22/NewFolder/0 || アイスリングAゾーンシナリオ2 || IceRingAZone || B || 0 || 2
|-
| /NewFolder/NewFolder22/NewFolder/0 || アイスリングBゾーンシナリオ3 || IceRingBZone || || 0 || 3
|-
| /NewFolder/NewFolder22/NewFolder/0 || みちひき惑星 || IceMichihikiZone || A || 0 || 1
|-
| /NewFolder/NewFolder22/NewFolder/0 || スノーカプセルゾーン || SnowCapsuleZone || A || 0 || 1
|-
| /NewFolder/NewFolder22/NewFolder/0 || 溶岩サンドイッチテスト || Sandwich || || 0 || 1
|-
| /NewFolder/NewFolder22/NewFolder/0 || アイス溶岩島ゾーン || IceLavaIslandZone || || 0 || 1
|-
| /NewFolder/NewFolder22/NewFolder/0 || アイスネタテスト || IceHomeTestZone || A || 0 || 1
|-
| /NewFolder/NewFolder22/NewFolder/0 || ファイアマリオネタテスト || IceHomeTest2Zone || || 0 || 1
|-
| /NewFolder/NewFolder22/NewFolder/0 || 三角プレートゾーン || FallTriangleZone || || 0 || 1
|-
| /NewFolder/NewFolder22/NewFolder/0 || 流氷ゾーン || DriftIceZone || || 0 || 1
|-
| /NewFolder/NewFolder22/NewFolder/0 || マウンテン || IceMountainZone || A || 0 || 1
|-
| /NewFolder/NewFolder22/NewFolder/0 || 氷土管迷路ゾーン || IceMazeWithPipeZone || || 0 || 1
|-
| /NewFolder/NewFolder22/NewFolder/0 || ボルケーノプラネット || VolcanoPlanetZone || A || 0 || 1
|-
| /NewFolder/0 || ファントム || PhantomGalaxy || || 0 || 1
|-
| /NewFolder/NewFolder8 || サンドアイランド || || || 0 || 1
|-
| /NewFolder/NewFolder8/0 || サンドアイランドギャラクシー || SandClockGalaxy || || 0 || 1
|-
| /NewFolder/NewFolder8/Desert || ゾーン || || || 0 || 1
|-
| /NewFolder/NewFolder8/Desert/0 || 流砂2Dゾーン || QuickSand2DZone || || 0 || 1
|-
| /NewFolder/NewFolder8/Desert/0 || 砂タワーゾーン || SandTowerZone || || 0 || 1
|-
| /NewFolder/NewFolder8/Desert/0 || 砂ストリームゾーン || SandStreamZone || || 0 || 1
|-
| /NewFolder/NewFolder8/Desert/0 || 砂川ゾーン || SandRiverZone || || 0 || 1
|-
| /NewFolder/NewFolder8/Desert/0 || 砂アップダウンゾーン1 || SandUpDownZone || A || 0 || 1
|-
| /NewFolder/NewFolder8/Desert/0 || 砂アップダウンゾーン2 || SandUpDownZone || B || 0 || 1
|-
| /NewFolder/NewFolder8/Desert/0 || 砂島サンボゾーン || SandIslandSamboZone || || 0 || 1
|-
| /NewFolder/NewFolder8/Desert/0 || サンボキューブゾーン || SamboCubeZone || || 0 || 1
|-
| /NewFolder/NewFolder8/Desert/0 || 砂漠ディスクゾーン || DesertDiskZone || || 0 || 1
|-
| /NewFolder/NewFolder8/Desert/0 || 砂対流ゾーン || DesertConvectionZone || || 0 || 1
|-
| /NewFolder/NewFolder8/Desert/0 || 砂時計ゾーン || SandGlassZone || || 0 || 1
|-
| /NewFolder/NewFolder8/Desert/0 || 塔内部ゾーン || DesertInsideZone || || 0 || 1
|-
| /NewFolder/NewFolder8/Desert/0 || デザートワームゾーン || DesertWormZone || || 0 || 1
|-
| /NewFolder/NewFolder8/Desert/0 || ココポイハナゾーン || CocoPoihanaZone || || 0 || 1
|-
| /NewFolder/NewFolder8/Desert/0 || デザートオタキングゾーン || DesertOtakingZone || || 0 || 1
|-
| /NewFolder/NewFolder || ダンジョンケイブ || || || 0 || 1
|-
| /NewFolder/NewFolder/0 || [シナリオ1]幽霊船の呪術師をたおせ! || OceanPhantomCaveGalaxy || A || 0 || 1
|-
| /NewFolder/NewFolder/0 || [シナリオ2]ガケの上の宝箱 || OceanPhantomCaveGalaxy || B || 0 || 2
|-
| /NewFolder/NewFolder/0 || [シナリオ3]帰ってきた海のギャング || OceanPhantomCaveGalaxy || C || 0 || 3
|-
| /NewFolder/NewFolder/0 || [シナリオ4]海底トンネルの秘宝 || OceanPhantomCaveGalaxy || D || 0 || 4
|-
| /NewFolder/NewFolder/0 || [シナリオ5]J字惑星のスター || OceanPhantomCaveGalaxy || E || 0 || 5
|-
| /NewFolder/NewFolder/0 || [シナリオ6]月とウサギと亀 || OceanPhantomCaveGalaxy || F || 0 || 6
|-
| /NewFolder/OCN || オーシャンリング || || || 0 || 1
|-
| /NewFolder/OCN/0 || [シナリオ1]海の中の木箱 || OceanRingGalaxy || || 0 || 1
|-
| /NewFolder/OCN/0 || [シナリオ2]ひかるコウラをさがせ! || OceanRingGalaxy || || 0 || 2
|-
| /NewFolder/OCN/0 || [シナリオ3]シャッチーリング || OceanRingGalaxy || || 0 || 3
|-
| /NewFolder/OCN/0 || [シナリオ4]ペンギンレース || OceanRingGalaxy || || 0 || 4
|-
| /NewFolder/OCN/0 || [シナリオ5]イエローチップ || OceanRingGalaxy || || 0 || 5
|-
| /NewFolder/OCN/0 || [シナリオ6]ガケ裏の宝箱 || OceanRingGalaxy || || 0 || 6
|-
| /NewFolder/OCN/0 || [シナリオ7]ブッシュポンプのナゾ || OceanRingGalaxy || || 0 || 7
|-
| /NewFolder/OCN/0 || [シナリオ8]マングローブのスター || OceanRingGalaxy || || 0 || 8
|-
| /NewFolder/TomorrowKingdom || オータムウッズ || || || 0 || 1
|-
| /NewFolder/TomorrowKingdom/NewFolder || ゾーン || || || 0 || 1
|-
| /NewFolder/TomorrowKingdom/NewFolder/0 || リバースフォレストホームゾーン || ReverseForestHomeZone || || 0 || 1
|-
| /NewFolder/CFGA || キャノンフリート || || || 0 || 1
|-
| /NewFolder/CFGA/0 || [シナリオ1] || CannonFleetGalaxy || || 0 || 1
|-
| /NewFolder/CFGA/0 || [シナリオ2] || CannonFleetGalaxy || || 0 || 2
|-
| /NewFolder/CFGA/0 || [シナリオ3] || CannonFleetGalaxy || || 0 || 3
|-
| /NewFolder/CFGA/CFGZ || ゾーン || || || 0 || 1
|-
| /NewFolder/CFGA/CFGZ/0 || ビーマーラッシュゾーン || BeamerRushZone || A || 0 || 1
|-
| /NewFolder/CFGA/CFGZ/0 || ボムタイムアタック2 || BombTimeAttack2Zone || A || 0 || 1
|-
| /NewFolder/CFGA/CFGZ/0 || ベーゴマン連星 || UfoBegomanChainedPlanetZone || A || 0 || 1
|-
| /NewFolder/CFGA/CFGZ/0 || キャノン弾Gキャプチャー || CannonGCaptureZone || A || 0 || 1
|-
| /NewFolder/CFGA/CFGZ/0 || 絶壁登りゾーン || FortressCliffClimbZone || A || 0 || 1
|-
| /NewFolder/CFGA/CFGZ/0 || 電撃ビリビリUFO || ElectricUfoZone || A || 0 || 1
|-
| /NewFolder/CFGA/CFGZ/0 || ねじまき船団 || ScrewFleetZone || A || 0 || 1
|-
| /NewFolder/CFGA/CFGZ/0 || 2D重力回転ゾーン || CanonTurnOverZone || A || 0 || 3
|-
| /NewFolder/CFGA/CFGZ/0 || 対巨大要塞レベル2ゾーン || VsHugeBattleShipLv2Zone || A || 0 || 2
|-
| /NewFolder/CFGA/CFGZ/0 || ビームガン連星 || UfoBegomanChainedPlanetZone || A || 0 || 3
|-
| /NewFolder/CFGA/CNF || 試作 || || || 0 || 1
|-
| /NewFolder/CFGA/CNF/0 || 穴ぼこレーザー惑星 || LaserPotholePlanetZone || A || 0 || 1
|-
| /NewFolder/CFGA/CNF/0 || 巨大レーザー砲 || HugeLaserCannonZone || A || 0 || 1
|-
| /NewFolder/CFGA/CNF/0 || ボスベーゴマン試作01 || ElectricUfoTest01Zone || A || 0 || 1
|-
| /NewFolder/CFGA/CNF/0 || ボスベーゴマン試作02 || ElectricUfoTest02Zone || A || 0 || 1
|-
| /NewFolder/CFGA/CNF/0 || ボスベーゴマン試作03 || ElectricUfoTest03Zone || A || 0 || 1
|-
| /NewFolder/CFGA/CNF/0 || ボスベーゴマン試作04 || ElectricUfoTest04Zone || A || 0 || 1
|-
| /NewFolder/CFGA/CNF/0 || ジライラホッパーゾーン || JirairaHopperOrgZone || || 0 || 1
|-
| /NewFolder/CFGA/CNF/0 || ビーマーラッシュ || BeamerRushZone || || 0 || 1
|-
| /NewFolder/CFGA/CNF/0 || 移動用砲台迷路試作その1 || LauncherMazeOld1Zone || A || 0 || 1
|-
| /NewFolder/CFGA/CNF/0 || ベーゴマンダンベル惑星 || DumbbellBegomanPlanetZone || A || 0 || 1
|-
| /NewFolder/CFGA/CNF/0 || レーザーどら焼き惑星 || LaserDorayakiPlanetZone || A || 0 || 1
|-
| /NewFolder/CFGA/CNF/0 || 巨大レーザー砲 || HugeLaserCannonZone || A || 0 || 1
|-
| /NewFolder/CFGA/CNF/0 || 無敵ダッシュ || IkkakuTimeAttackZone || || 0 || 1
|-
| /NewFolder/CFGA/CNF/0 || キャノンフリートホーム || CannonFleetHomeZone || || 0 || 1
|-
| /NewFolder/0 || ■クッパ戦2 || HosonoTest04 || || 0 || 1
|-
| /NewFolder/FLG || フローターランド || || || 16 || 1
|-
| /NewFolder/FLG/0 || [シナリオ1] || OceanFloaterLandGalaxy || || 0 || 1
|-
| /NewFolder/FLG/0 || [シナリオ2] || OceanFloaterLandGalaxy || || 0 || 2
|-
| /NewFolder/FLG/0 || [シナリオ3] || OceanFloaterLandGalaxy || || 0 || 3
|-
| /NewFolder/FLG/OFLG || ゾーン || || || 15 || 1
|-
| /NewFolder/FLG/OFLG/0 || 水殻惑星 || WaterShellZone || || 0 || 1
|-
| /NewFolder/FLG/OFLG/0 || プクプクガンボル惑星 || PukupukuGambolZone || || 0 || 1
|-
| /NewFolder/FLG/OFLG/0 || 海底火山惑星 || SubmarineVolcanoPlanetZone || || 0 || 1
|-
| /NewFolder/FLG/OFLG/0 || オーシャンチャーチ惑星 || OceanChurchZone || || 0 || 1
|-
| /NewFolder/FLG/OFLG/0 || フローターランド惑星 || FloaterLandZone || || 0 || 1
|-
| /NewFolder/HPG || ヘルプロミネンス || || || 0 || 1
|-
| /NewFolder/HPG/0 || [シナリオ1] || HellProminenceGalaxy || || 0 || 1
|-
| /NewFolder/HPG/0 || [シナリオ2] || HellProminenceGalaxy || || 0 || 2
|-
| /NewFolder/HPG/0 || [シナリオ3] || HellProminenceGalaxy || || 0 || 3
|-
| /NewFolder/HPG/YZN || 各ゾーン || || || 10 || 1
|-
| /NewFolder/HPG/YZN/0 || メラメラ全滅惑星 || ExterminateMerameraPlanetZone || A || 0 || 1
|-
| /NewFolder/HPG/YZN/0 || C型ドッスン惑星 || HellTypeCDossunPlanetZone || A || 0 || 3
|-
| /NewFolder/HPG/YZN/0 || マグマライジングゾーン || HellMagmaRisingZone || A || 0 || 2
|-
| /NewFolder/HPG/YZN/0 || ディノパックンLv2 || DinoPackunBattleLv2Zone || A || 0 || 3
|-
| /NewFolder/HPG/YZN/0 || ヘルホーム:シナリオ1 || HellHomeZone || A || 0 || 1
|-
| /NewFolder/HPG/YZN/0 || ヘルホーム:シナリオ2 || HellHomeZone || B || 0 || 2
|-
| /NewFolder/HPG/YZN/0 || ヘルホーム:シナリオ3 || HellHomeZone || C || 0 || 3
|-
| /NewFolder/HPG/YZN/0 || ヘルGキャプチャーゾーン || HellGcapZone || A || 0 || 1
|-
| /NewFolder/HPG/YZN/0 || ヘル崩落回廊ゾーン || HellLavaFloatingZone || A || 0 || 1
|-
| /NewFolder/HPG/YZN/0 || ヘルメテオゾーン || HellMeteoZone || A || 0 || 1
|-
| /NewFolder/HPG/YZN/0 || 回転地面2D惑星 || HellRotateGround2DPlanetZone || A || 0 || 3
|-
| /NewFolder/HPG/YZN/0 || ヘルJ字キラー惑星 || HellJKillerZone || A || 0 || 1
|-
| /NewFolder/HPG/YZN/0 || ヘル貝殻惑星 || HellShellZone || A || 0 || 1
|-
| /NewFolder/HPG/YZN/0 || ヘル溶岩半球惑星 || HellPoolBZone || A || 0 || 1
|-
| /NewFolder/HPG/YZN/0 || ヘル溶岩回転惑星 || HellPoolAZone || A || 0 || 1
|-
| /NewFolder/HPG/HPS || 試作 || || || 0 || 1
|-
| /NewFolder/HPG/HPS/0 || 元祖溶岩ギャラクシー || LavaGalaxy || || 0 || 1
|-
| /NewFolder/HPG/HPS/0 || 溶岩メテオ || LavaMeteoZone || || 0 || 1
|-
| /NewFolder/HPG/HPS/0 || 崩落回廊ゾーン || LavaFloatingZone || || 0 || 1
|-
| /NewFolder/HPG/HPS/0 || J字キラー惑星 || JKillerStageZone || || 0 || 1
|-
| /NewFolder/HPG/HPS/0 || 貝殻惑星 || ShellLavaZone || || 0 || 1
|-
| /NewFolder/HPG/HPS/0 || 溶岩回転惑星 || LavaPoolAZone || || 0 || 1
|-
| /NewFolder/HPG/HPS/0 || 溶岩半球惑星 || LavaPoolBZone || || 0 || 1
|-
| /NewFolder/HPG/HPS/0 || Gキャプチャーゾーン || LavaGcapBZone || || 0 || 1
|-
| /NewFolder/HPG/HPS/0 || 溶岩ホーム || LavaHomeZone || || 0 || 1
|-
| /NewFolder/0 || オーロラフロスト || IceGalaxy || || 0 || 1
|-
| /NewFolder/0 || エルデザート || DesertGalaxy || || 0 || 1
|-
| /NewFolder/0 || メックプラント || FactoryGalaxy || || 0 || 1
|-
| /NewFolder/NewFolder4 || マグマコロシアム || || || 0 || 1
|-
| /NewFolder/NewFolder4/0 || マグマコロシアム(溶岩2) || LavaGalaxy || || 0 || 1
|-
| /NewFolder/NewFolder4/NewFolder || 各ゾーン || || || 0 || 1
|-
| /NewFolder/NewFolder4/NewFolder/0 || フローターオタキング試作 || FloaterOtakingTest || || 0 || 1
|-
| /NewFolder/NewFolder3 || ダークレインボー || || || 0 || 1
|-
| /NewFolder/NewFolder3/0 || ダークレインボー || DarkRainbowGalaxy || || 0 || 1
|-
| /NewFolder/0 || ■クッパ戦3 || HosonoTest04 || || 0 || 1
|-
| /NewFolder/ || テレサマリオ2DEx || || || 0 || 1
|-
| /NewFolder/0 || テレサマリオ2Dレースゾーン || TeresaMario2DRaceZone || || 0 || 1
|-
| /NewFolder/0 || テレサ2Dゾーン || Teresa2DZone || || 0 || 1
|-
| /NewFolder/NewFolder5 || ハニークライム || || || 0 || 1
|-
| /NewFolder/NewFolder5/0 || ハニービーExギャラクシー || HoneyBeeExGalaxy || || 0 || 1
|-
| /NewFolder/NewFolder5/NewFolder || 各ゾーン || || || 0 || 1
|-
| /NewFolder/NewFolder5/NewFolder/0 || カベのぼりEx(A)ゾーン || WallClimbExAZone || || 0 || 1
|-
| /NewFolder/NewFolder5/NewFolder/0 || カベのぼりEx(B)ゾーン || WallClimbExBZone || || 0 || 1
|-
| /NewFolder/NewFolder5/NewFolder/0 || カベのぼりEx(C)ゾーン || WallClimbExCZone || || 0 || 1
|-
| /NewFolder/TamakoroExLv1Galaxy || トライアルボール || || || 0 || 1
|-
| /NewFolder/TamakoroExLv1Galaxy/0 || タマコロExLv1ギャラクシー || TamakoroExLv1Galaxy || || 0 || 1
|-
| /NewFolder/TamakoroExLv1Galaxy/NewFolder || 各ゾーン || || || 0 || 1
|-
| /NewFolder/TamakoroExLv1Galaxy/NewFolder/0 || タマコロEx(A)ゾーン || TamakoroExAZone || || 0 || 1
|-
| /NewFolder/TamakoroExLv2Galaxy || チャレンジボール || || || 0 || 1
|-
| /NewFolder/TamakoroExLv2Galaxy/0 || タマコロExLv2ギャラクシー || TamakoroExLv2Galaxy || || 0 || 1
|-
| /NewFolder/TamakoroExLv2Galaxy/NewFolder || 各ゾーン || || || 0 || 1
|-
| /NewFolder/TamakoroExLv2Galaxy/NewFolder/0 || タマコロEx(B)ゾーン || TamakoroExBZone || || 0 || 1
|-
| /NewFolder/NewFolder11 || トライアルバブル || || || 0 || 1
|-
| /NewFolder/NewFolder11/0 || キューブあわExLv1ギャラクシー || CubeBubbleExLv1Galaxy || || 0 || 1
|-
| /NewFolder/NewFolder11/NewFolder || 各ゾーン || || || 0 || 1
|-
| /NewFolder/NewFolder11/NewFolder/0 || あわEX(A) || CubeBubbleExAZone || || 0 || 1
|-
| /NewFolder/NewFolder11/NewFolder/0 || あわEX(D) || CubeBubbleExDZone || || 0 || 1
|-
| /NewFolder/NewFolder12 || チャレンジバブル || || || 0 || 1
|-
| /NewFolder/NewFolder12/0 || キューブあわExLv2ギャラクシー || CubeBubbleExLv2Galaxy || || 0 || 1
|-
| /NewFolder/NewFolder12/NewFolder || 各ゾーン || || || 0 || 1
|-
| /NewFolder/NewFolder12/NewFolder/0 || あわEx(B)ゾーン || CubeBubbleExBZone || || 0 || 1
|-
| /NewFolder/NewFolder12/NewFolder/0 || あわEx(C)ゾーン || CubeBubbleExCZone || || 0 || 1
|-
| /NewFolder/NewFolder13 || 過去のギャラクシー || || || 0 || 1
|-
| /NewFolder/NewFolder13/0 || 旧溶岩ギャラクシー || LavaGalaxy || || 0 || 1
|-
| /NewFolder/NewFolder13/0 || 旧天文台外側 || AstroGalaxyOld || || 0 || 1
|-
| /NewFolder/NewFolder13/0 || E3ギャラクシー || GalaxyStage || || 0 || 1
|-
| /PLA || プランナー試作 || || || 10 || 1
|-
| /PLA/KZM || 小泉 || || || 15 || 1
|-
| /PLA/KZM/0 || テレサレース実験 || TeresaMario2DTMPGalaxy || || 0 || 1
|-
| /PLA/KZM/0 || 旧ヘブンリービーチ || WaterHomeZone || || 0 || 1
|-
| /PLA/KZM/0 || 旧オーシャンリング || OceanRingOldZone || || 0 || 1
|-
| /PLA/KZM/0 || 旧フローターランド || KozWaterMapAZone || || 0 || 1
|-
| /PLA/KZM/0 || 旧海底火山惑星 || SeaVolcanoZone || || 0 || 1
|-
| /PLA/KZM/0 || 旧幽霊船の洞窟 || KozWaterMapBZone || || 0 || 1
|-
| /PLA/KZM/0 || 旧鉄砲水惑星 || BallBallZone || || 0 || 1
|-
| /PLA/KZM/0 || 旧海洋惑星実験C || KozWaterMapCZone || || 0 || 1
|-
| /PLA/KZM/0 || 旧海底火山惑星 || SeaVolcanoZone || || 0 || 1
|-
| /PLA/KZM/0 || 小泉テスト(塔実験) || KoizumiTest || || 0 || 1
|-
| /PLA/KZM/0 || 小泉テスト2(プレイヤー調整用) || KoizumiTest2 || || 0 || 1
|-
| /PLA/KZM/0 || 小泉テスト3(クモ実験) || KoizumiTest3 || || 0 || 1
|-
| /PLA/KZM/0 || 小泉テスト4(湖) || KoizumiTest4 || || 0 || 1
|-
| /PLA/KZM/0 || 小泉テスト5(タマコロステーション) || KoizumiTest5 || || 0 || 1
|-
| /PLA/KZM/0 || 小泉テスト6(たんぽぽが丘実験) || KoizumiTest6 || || 0 || 1
|-
| /PLA/KZM/0 || BattleMap || BattleMap || || 0 || 1
|-
| /PLA/KZM/0 || BattleMap2 || BattleMap2 || || 0 || 1
|-
| /PLA/HYD || 林田 || || || 5 || 1
|-
| /PLA/HYD/PhantomGalaxy || ファントムギャラクシー || || || 0 || 1
|-
| /PLA/HYD/PhantomGalaxy/0 || ファントムギャラクシー || PhantomGalaxy || || 0 || 1
|-
| /PLA/HYD/PhantomGalaxy/0 || Gキャプチャーチュートリアルゾーン || GCaptureTutorialZone || || 0 || 1
|-
| /PLA/HYD/PhantomGalaxy/0 || 旧ファントムギャラクシー || PhantomGalaxyOld || || 0 || 1
|-
| /PLA/HYD/NewFolder3 || フォレストギャラクシー || || || 0 || 1
|-
| /PLA/HYD/NewFolder3/0 || フォレストギャラクシー || ForestGalaxy || || 0 || 1
|-
| /PLA/HYD/NewFolder3/0 || フォレストホームゾーン || ForestHomeZone || || 0 || 1
|-
| /PLA/HYD/NewFolder3/0 || エリンギプラネットゾーン || EringiPlanetZone || || 0 || 1
|-
| /PLA/HYD/NewFolder3/0 || 花咲く惑星イメージ || FlowerPlanetZone || || 0 || 1
|-
| /PLA/HYD/Desert || 砂漠ギャラクシー || || || 0 || 1
|-
| /PLA/HYD/Desert/0 || 砂漠ギャラクシー || DesertGalaxy || || 0 || 1
|-
| /PLA/HYD/Desert/NewFolder || テスト || || || 0 || 1
|-
| /PLA/HYD/Desert/NewFolder/0 || 砂漠ホームテスト1 || DesertHomeTest || || 0 || 1
|-
| /PLA/HYD/Desert/NewFolder/0 || 砂漠ホームテスト2 || DesertHomeTest2 || || 0 || 1
|-
| /PLA/HYD/Desert/NewFolder/0 || 砂漠ホームテスト3 || DesertHome3Test || || 0 || 1
|-
| /PLA/HYD/NewFolder2 || アイスギャラクシー || || || 0 || 1
|-
| /PLA/HYD/NewFolder2/0 || アイスギャラクシー || IceGalaxy || || 0 || 1
|-
| /PLA/HYD/NewFolder2/NewFolder || ゾーン || || || 0 || 1
|-
| /PLA/HYD/NewFolder2/NewFolder/0 || アイスネタテスト || IceHomeTestZone || || 0 || 1
|-
| /PLA/HYD/NewFolder2/NewFolder/0 || ファイアマリオネタテスト || IceHomeTest2Zone || || 0 || 1
|-
| /PLA/HYD/NewFolder2/NewFolder/0 || 三角プレートゾーン || FallTriangleZone || || 0 || 1
|-
| /PLA/HYD/NewFolder2/NewFolder/0 || 流氷ゾーン || DriftIceZone || || 0 || 1
|-
| /PLA/HYD/NewFolder2/NewFolder/0 || 氷土管迷路ゾーン || IceMazeWithPipeZone || || 0 || 1
|-
| /PLA/HYD/FCT || ファクトリーギャラクシー || || || 5 || 1
|-
| /PLA/HYD/FCT/0 || ファクトリーギャラクシー || FactoryGalaxy || || 0 || 1
|-
| /PLA/HYD/FCT/FCT || ゾーン || || || 0 || 1
|-
| /PLA/HYD/FCT/FCT/0 || スペースステーションゾーン || SpaceStationZone || || 0 || 1
|-
| /PLA/HYD/FCT/FCT/0 || 壁重力ゾーン || WallGravityZone || || 0 || 1
|-
| /PLA/HYD/FCT/FCT/0 || メカキノコゾーン || MechaKinokoZone || || 0 || 1
|-
| /PLA/HYD/FCT/FCT/0 || ドンケツゾーン || DonketuZone || || 0 || 1
|-
| /PLA/HYD/FCT/FCT/0 || クルーズDPDゾーン || CruiseDPDZone || || 0 || 1
|-
| /PLA/HYD/FCT/FCT/0 || クッキー工場ゾーン || CookieFactoryZone || || 0 || 1
|-
| /PLA/HYD/FCT/FCT/0 || ファクトリー内部ゾーン || FactoryInsideZone || || 0 || 1
|-
| /PLA/HYD/FCT/0 || 玉コロドンケツファクトリー1面 || FactoryStar || A || 0 || 1
|-
| /PLA/HYD/FCT/0 || 玉コロドンケツファクトリー2面以降 || FactoryStar || B || 0 || 1
|-
| /PLA/HYD/BSG || バトルシップギャラクシー || || || 5 || 1
|-
| /PLA/HYD/BSG/0 || ★バトルシップギャラクシー || BattleShipGalaxy || || 0 || 1
|-
| /PLA/HYD/BSG/0 || 移動用砲台チュートリアルゾーン || CanonTutorialZone || || 0 || 1
|-
| /PLA/HYD/BSG/0 || 穴ぼこキラー惑星ゾーン || HoleAndKillerPlanetZone || || 0 || 1
|-
| /PLA/HYD/BSG/0 || トライポッドボス惑星ゾーン || TripodBossPlanetZone || || 0 || 1
|-
| /PLA/HYD/BSG/0 || レーザー&ボムシップゾーン || LaserAndBombShipZone || || 0 || 1
|-
| /PLA/HYD/BSG/0 || ミニクリボー惑星ゾーン || MiniKuriZone || || 0 || 1
|-
| /PLA/HYD/BSG/0 || ダブルUFOゾーン || DoubleUFOZone || || 0 || 1
|-
| /PLA/HYD/BSG/0 || ナットシップゾーン || NutShipZone || || 0 || 1
|-
| /PLA/HYD/BSG/0 || チョロプーシップゾーン || ChoroShipZone || || 0 || 1
|-
| /PLA/HYD/BSG/0 || 風船ダンベルゾーン || BalloonDumbbellZone || || 0 || 1
|-
| /PLA/HYD/BSG/0 || ドラヤキゾーン || DorayakiZone || || 0 || 1
|-
| /PLA/HYD/BSG/0 || バトルシップ中ボスゾーン || BattleShipBossZone || || 0 || 1
|-
| /PLA/HYD/Zone || 個別ゾーン || || || 0 || 1
|-
| /PLA/HYD/Zone/0 || 蜂蜜うさぎ追いかけテスト || RabbitHoneyMoonTest || || 0 || 1
|-
| /PLA/HYD/Zone/0 || 回転床オタキングテスト || RotateFloorOtakingTest || || 0 || 1
|-
| /PLA/HYD/Zone/0 || フローターオタキングテスト || FloaterOtakingTest || || 0 || 1
|-
| /PLA/HYD/Zone/0 || キューブバブルチュートリアルゾーン || CubeBubbleTutorialZone || || 0 || 1
|-
| /PLA/HYD/Zone/0 || 雪タイルゾーン || SnowClearZone || || 0 || 1
|-
| /PLA/HYD/Zone/0 || 泡EXサンプル || BubbleAcross || || 0 || 1
|-
| /PLA/HYD/Zone/0 || フリップブロックゾーン || FlipBlockZone || || 0 || 1
|-
| /PLA/HYD/Zone/0 || 穴円筒ゾーン || HoleCylinderZone || || 0 || 1
|-
| /PLA/HYD/Zone/0 || 穴球ゾーン || HoleSphereZone || || 0 || 1
|-
| /PLA/HYD/Zone/0 || ツインフォールゾーン || TwinFallLakeZone || || 0 || 1
|-
| /PLA/HYD/Zone/0 || ポイハナプラネットゾーン || PoihanaPlanetZone || || 0 || 1
|-
| /PLA/HYD/Zone/0 || 上下さかさま塔ゾーン || UpDownTowerZone || || 0 || 1
|-
| /PLA/HYD/Zone/0 || NEW電撃ビリビリ惑星 || BegomanHomePlanetZone || || 0 || 1
|-
| /PLA/HYD/Zone/0 || 玉コロがけっぷち || TestBallNarrowRoad || || 0 || 1
|-
| /PLA/HYD/NewFolder || ドラヤキ提案 || || || 0 || 1
|-
| /PLA/HYD/NewFolder/0 || ドラヤキ表スター || DorayakiZone || || 0 || 1
|-
| /PLA/HYD/NewFolder/0 || ドラヤキ裏スター || DorayakiToBottomZone || || 0 || 1
|-
| /PLA/HYD/COC || ココツイン提案 || || || 5 || 1
|-
| /PLA/HYD/COC/0 || ココポイハナ || CocoPoihana || || 0 || 1
|-
| /PLA/HYD/COC/0 || 重力変換ココツインゾーン || CocoGChange || || 0 || 1
|-
| /PLA/HYD/PNT || ピーナッツ提案 || || || 5 || 1
|-
| /PLA/HYD/PNT/0 || ピーナッツウニゾー提案 || PeanutUnizo || || 0 || 1
|-
| /PLA/HYD/PNT/0 || ピーナッツプロミネンス提案 || PeanutSun || || 0 || 1
|-
| /PLA/HYD/PNT/0 || ピーナッツベーゴマン提案 || PeanutBegoman || || 0 || 1
|-
| /PLA/HYD/CLP || クリップ効果 || || || 5 || 1
|-
| /PLA/HYD/CLP/0 || クリップフロアテスト || ClipFloorTest || || 0 || 1
|-
| /PLA/HYD/CLP/0 || クリップフロアテスト2 || SpotLightFloorTest || || 0 || 1
|-
| /PLA/HYD/CLP/0 || テレサの暗闇部屋 || SpotLight3DFloorTest || || 0 || 1
|-
| /PLA/HYD/TPD || 三脚ボス || || || 5 || 1
|-
| /PLA/HYD/TPD/0 || 三脚ボスE3砲台下6→13キノピオ || TriPodBossE3_L6to10VerKinopio || || 0 || 1
|-
| /PLA/HYD/TPD/0 || 三脚ボスE3砲台下6→13 || TriPodBossE3_L6to10Ver || || 0 || 1
|-
| /PLA/HYD/TPD/0 || 三脚ボスE3砲台下6→14 || TriPodBossE3_L6to12Ver || || 0 || 1
|-
| /PLA/HYD/TPD/0 || 三脚ボスE3砲台上6→8 || TriPodBossE3_U6to8Ver || || 0 || 1
|-
| /PLA/HYD/TPD/0 || 三脚ボスE3砲台6 || TriPodBossE3Ver || || 0 || 1
|-
| /PLA/HYD/TPD/0 || 三脚ボスE3砲台8 || TriPodBossE3Lv2Ver || || 0 || 1
|-
| /PLA/HYD/TPD/0 || 三脚ボスE3砲台12 || TriPodBossE3Lv3Ver || || 0 || 1
|-
| /PLA/HYD/TPD/0 || 三脚ボスE3砲台下 || TriPodBossE3LowVer || || 0 || 1
|-
| /PLA/HYD/TPD/0 || 三脚ボステスト4月2nd || TriPodBossTestFourth || || 0 || 1
|-
| /PLA/HYD/TPD/0 || 三脚ボステスト4月 || TriPodBossTestThird || || 0 || 1
|-
| /PLA/HYD/TPD/0 || 三脚ボステスト3月 || TriPodBossTestHayashida2 || || 0 || 1
|-
| /PLA/HYD/TPD/0 || 三脚ボステスト2月 || TriPodBossTestHayashida || || 0 || 1
|-
| /PLA/HYD/MRC || メルカトル || || || 5 || 1
|-
| /PLA/HYD/MRC/0 || 電撃びりびり迷路ボムヘイ || MercatorElecRailMazeBomb || || 0 || 1
|-
| /PLA/HYD/MRC/0 || 電撃びりびり迷路ビリキュー || MercatorElecRailMaze || || 0 || 1
|-
| /PLA/HYD/MRC/0 || 電撃びりびり迷路(地形バージョン) || MercatorElecRailMazeStatic || || 0 || 1
|-
| /PLA/HYD/MRC/0 || 中氷迷路 || MercatorMiddleMaze || || 0 || 1
|-
| /PLA/HYD/MRC/0 || 小氷迷路 || MercatorSmallMaze || || 0 || 1
|-
| /PLA/HYD/MRC/0 || ビリキュー回廊 || MercatorPathPlanet || || 0 || 1
|-
| /PLA/HYD/MRC/0 || ビリキュー回廊縦 || MercatorPathPlanetV || || 0 || 1
|-
| /PLA/HYD/MRC/0 || メルカトル法テスト || MercatorTest || || 0 || 1
|-
| /PLA/HYD/NewFolder4 || テスト || || || 0 || 1
|-
| /PLA/HYD/NewFolder4/0 || テスト || HayashidaTest || || 0 || 1
|-
| /PLA/HYD/NewFolder4/0 || TestBall || TestBall || || 0 || 1
|-
| /PLA/HYD/NewFolder4/0 || TestBallHard || TestBallHard || || 0 || 1
|-
| /PLA/HYD/NewFolder4/0 || CubeMaze || CubeMaze || || 0 || 1
|-
| /PLA/HYD/NewFolder4/0 || 太陽系イメージ || SolarSystemTest || || 0 || 1
|-
| /PLA/HYD/NewFolder4/0 || 旧ワキミズ惑星ゾーン || SpringWaterPlanetZone1003 || || 0 || 1
|-
| /PLA/HYD/NewFolder4/0 || 大泡移動ゾーン || BubbleAcross || || 0 || 1
|-
| /PLA/HYD/NewFolder4/0 || 巨大マップパーツテスト || Sandwich || || 0 || 1
|-
| /PLA/HYD/NewFolder4/0 || 玉コロビッグスノー || IronBallSliderTest || || 0 || 1
|-
| /PLA/HYD/NewFolder4/0 || ムッサーネタテスト || WindValleyImage || || 0 || 1
|-
| /PLA/HYD/NewFolder4/0 || スペースコロニーEX || SpaceColony || || 0 || 1
|-
| /PLA/TJM || 辻村 || || || 5 || 1
|-
| /PLA/TJM/OCN || オーシャン || || || 6 || 1
|-
| /PLA/TJM/OCN/0 || ココツイン || CoCoTwinZone || || 0 || 1
|-
| /PLA/TJM/OCN/0 || タコツボ || OctopusTrapZone || || 0 || 1
|-
| /PLA/TJM/OCN/0 || フローターランドA || FloaterLandZone || A || 0 || 1
|-
| /PLA/TJM/OCN/0 || フローターランドB || FloaterLandZone || B || 0 || 1
|-
| /PLA/TJM/OCN/0 || フローターランドC || FloaterLandZone || C || 0 || 1
|-
| /PLA/TJM/OCN/0 || フローターランドD || FloaterLandZone || D || 0 || 1
|-
| /PLA/TJM/OCN/0 || 亀あてレクチャーゾーン || OceanTurtleLectureZone || || 0 || 1
|-
| /PLA/TJM/LVA || 溶岩 || || || 2 || 1
|-
| /PLA/TJM/LVA/0 || 溶岩半球惑星 || LavaPoolBZone || || 0 || 1
|-
| /PLA/TJM/LVA/0 || 溶岩回転惑星 || LavaPoolAZone || || 0 || 1
|-
| /PLA/TJM/OCT || 実験 || || || 6 || 1
|-
| /PLA/TJM/OCT/0 || 三脚Lv2 || TriPodBossLavaTest00Zone || || 0 || 1
|-
| /PLA/TJM/OCT/0 || ファクトリー内側 || FactoryInside || || 0 || 1
|-
| /PLA/TJM/OCT/0 || おおあわ実験ゾーン || BigBubbleTestZone || || 0 || 1
|-
| /PLA/TJM/OCT/0 || 海洋回転惑星 || OceanRotatePlanetZone || || 0 || 1
|-
| /PLA/SHI || 白井 || || || 15 || 1
|-
| /PLA/SHI/0 || ベルコンEX || BeltConveyerExZone || || 0 || 1
|-
| /PLA/SHI/0 || ファントムギャラクシー || PhantomGalaxy || || 0 || 1
|-
| /PLA/SHI/0 || 重力回転バイキング || CommonBlocks || || 0 || 1
|-
| /PLA/SHI/0 || 音符実験 || BattleMap2 || || 0 || 1
|-
| /PLA/SHI/0 || うさぎ迷路キューブ || IceCubeStage || || 0 || 1
|-
| /PLA/SHI/0 || エリンギ遺跡改 || EringiTornado || || 0 || 1
|-
| /PLA/SHI/0 || エリンギEX(土星) || SaturnEx || || 0 || 1
|-
| /PLA/SHI/0 || トイステーション || TrainPlanet || || 0 || 1
|-
| /PLA/SHI/0 || スピンドライバー祭り || SpinDriverFestival || || 0 || 1
|-
| /PLA/SHI/0 || 100匹クリボー || SlopeTest || || 0 || 1
|-
| /PLA/SHI/0 || クリボーミニ惑星 || MiniKuriStage || || 0 || 1
|-
| /PLA/SHI/0 || J型キラー惑星 || JKillerStage || || 0 || 1
|-
| /PLA/SHI/0 || ヨッシー惑星EX || MercatorEx || || 0 || 1
|-
| /PLA/SHI/0 || 惑星渡り継ぎネタ || PlanetCollection || || 0 || 1
|-
| /PLA/SHI/0 || 惑星無限回廊 || InfinityLoopPlanet || || 0 || 1
|-
| /PLA/SHI/0 || 惑星壁ジャンプ実験場 || WallJumpTest || || 0 || 1
|-
| /PLA/SHI/0 || 汎用マップパーツ || CommonMapParts || || 0 || 1
|-
| /PLA/SHI/0 || エリンギ遺跡 || Eringi || || 0 || 1
|-
| /PLA/SHI/0 || エリンギ遺跡(0209) || EringiKeep || || 0 || 1
|-
| /PLA/SHI/0 || エリンギ遺跡(0120) || EringiBack || || 0 || 1
|-
| /PLA/SHI/0 || 脳トレEX || NoEx || || 0 || 1
|-
| /PLA/SHI/0 || ヨッシーDPD || YoshiDpdNew || || 0 || 1
|-
| /PLA/SHI/0 || ジャングルクルーズDPD || AmidaExNew || || 0 || 1
|-
| /PLA/SHI/0 || 和風EX || KomaEX || || 0 || 1
|-
| /PLA/SHI/0 || アナボコEX || SampleEX || || 0 || 1
|-
| /PLA/SHI/0 || シーソーEX || SeesawEx || || 0 || 1
|-
| /PLA/SHI/0 || コインホップEX || CoinEx || || 0 || 1
|-
| /PLA/SHI/0 || スターEX || StarEx || || 0 || 1
|-
| /PLA/SHI/0 || ディグダグキューブEX || BrokenStar || || 0 || 1
|-
| /PLA/SHI/0 || トレインステーション || Bridge || || 0 || 1
|-
| /PLA/SHI/0 || バッタンドミノ || Domino || || 0 || 1
|-
| /PLA/SHI/0 || スペースバイキング || SpaceShip || || 0 || 1
|-
| /PLA/SHI/0 || 島惑星ドルピック || dolphin || || 0 || 1
|-
| /PLA/SHI/0 || くるくるEX || MapParts || || 0 || 1
|-
| /PLA/SHI/0 || 太陽EX || Saturn || || 0 || 1
|-
| /PLA/SHI/0 || 汎用マップパーツ || CommonMapParts || || 0 || 1
|-
| /PLA/SHI/0 || 汎用積木マップパーツ || CommonBlocks || || 0 || 1
|-
| /PLA/SHI/0 || スペースパーク || Dokan || || 0 || 1
|-
| /PLA/SHI/0 || レボコン || Revocon || || 0 || 1
|-
| /PLA/KBT || 川端 || || || 8 || 1
|-
| /PLA/KBT/TMP || 作業用 || || || 8 || 1
|-
| /PLA/KBT/TMP/0 || TempMapA || TempMapA || || 0 || 1
|-
| /PLA/KBT/TMP/0 || TempMapB || TempMapB || || 0 || 1
|-
| /PLA/KBT/TMP/0 || TempMapC || TempMapC || || 0 || 1
|-
| /PLA/KBT/TMP/0 || TempMapD || TempMapD || || 0 || 1
|-
| /PLA/KBT/TMP/0 || TempMapE || TempMapE || || 0 || 1
|-
| /PLA/KBT/TMP/0 || JmapTest || JmapTest || || 0 || 1
|-
| /PLA/KBT/TMP/0 || ConfigTestStage || ConfigTestStage || || 0 || 1
|-
| /PLA/KBT/TMP/0 || T7fTestStage || T7fTestStage || || 0 || 1
|-
| /PLA/KBT/0 || オニマス惑星ゾーン || OnimasuZone || || 0 || 1
|-
| /PLA/KBT/0 || ゴルフ惑星A || GolfPlanet || A || 0 || 1
|-
| /PLA/KBT/0 || ゴルフ惑星B || GolfPlanet || B || 0 || 1
|-
| /PLA/KBT/0 || ゴルフ惑星C || GolfPlanet || C || 0 || 1
|-
| /PLA/KBT/0 || どうぶつのマップ || DrumMap || || 0 || 1
|-
| /PLA/KBT/0 || キューブステージ || CubeCubeCube || || 0 || 1
|-
| /PLA/KBT/0 || E3用EXステージ || E3Ex || || 0 || 1
|-
| /PLA/KBT/0 || StarManFort2 || StarManFort2 || || 0 || 1
|-
| /PLA/KBT/0 || StarManMap || StarManMap || || 0 || 1
|-
| /PLA/kkn || かきぬま || || || 10 || 1
|-
| /PLA/kkn/NewFolder6 || クッパ戦Vs3ギャラクシー || || || 0 || 1
|-
| /PLA/kkn/NewFolder6/0 || クッパ戦Vs3本戦 || KoopaBattleVs3BossZone || || 0 || 1
|-
| /PLA/kkn/NewFolder6/0 || クッパ戦Vs3ギャラクシー || KoopaBattleVs3Galaxy || || 0 || 1
|-
| /PLA/kkn/NewFolder5 || ファントムギャラクシー || || || 5 || 1
|-
| /PLA/kkn/NewFolder5/0 || クモの巣ゾーン(0220試作) || PhantomNest0220Zone || || 0 || 1
|-
| /PLA/kkn/NewFolder5/0 || ぽよぽよ惑星ゾーン || PoyoPoyoPlanetZone || || 0 || 1
|-
| /PLA/kkn/NewFolder5/0 || ファントム星クズの星ゾーン || PhantomStarDustPlanetZone || || 0 || 1
|-
| /PLA/kkn/NewFolder5/0 || ファントムクモの巣ゾーン || PhantomNestZone || || 0 || 1
|-
| /PLA/kkn/NewFolder5/0 || ファントム穴ぼこゾーン || PhantomHoleZone || || 0 || 1
|-
| /PLA/kkn/NewFolder5/0 || ファントム氷メイロ惑星ゾーン || PhantomIceMaze || || 0 || 1
|-
| /PLA/kkn/NewFolder5/0 || ファントム宇宙墓場ゾーン || PhantomSpaceGraveyard || || 0 || 1
|-
| /PLA/kkn/NewFolder5/0 || ファントムトゥームスパイダーゾーン || PhantomBossSpider || || 0 || 1
|-
| /PLA/kkn/NewFolder5/0 || ファントム星のたまごゾーン || StarEggMapZone || || 0 || 1
|-
| /PLA/kkn/NewFolder4 || 溶岩ギャラクシー || || || 5 || 1
|-
| /PLA/kkn/NewFolder4/0 || 溶岩ホーム || LavaHome || || 0 || 1
|-
| /PLA/kkn/NewFolder3 || テスト || || || 10 || 1
|-
| /PLA/kkn/NewFolder3/NewFolder3 || キャノンフリートG関連 || || || 0 || 1
|-
| /PLA/kkn/NewFolder3/NewFolder3/0 || 2D重力回転ゾーン || CanonTurnOverZone || || 0 || 1
|-
| /PLA/kkn/NewFolder3/NewFolder2 || ヘルプロミネンスG関連 || || || 0 || 1
|-
| /PLA/kkn/NewFolder3/NewFolder2/0 || 新生平面EX || NewPlaneEX || || 0 || 1
|-
| /PLA/kkn/NewFolder3/NewFolder || クッパ戦 || || || 0 || 1
|-
| /PLA/kkn/NewFolder3/NewFolder/0 || クッパ戦vs1テスト || KoopaBattleVS1MapTest || || 0 || 1
|-
| /PLA/kkn/NewFolder3/0 || スターラインテスト || StarLineTest || || 0 || 1
|-
| /PLA/kkn/NewFolder3/0 || バースデーケーキステージ || BirthdayCakeStage || || 0 || 1
|-
| /PLA/kkn/NewFolder3/0 || KakiTestStage || KakiTestStage || || 0 || 1
|-
| /PLA/kkn/NewFolder3/0 || ★花咲く惑星竹内さん用(もぐっちいます) || FlowerPlanetTakeuchi || || 0 || 1
|-
| /PLA/kkn/NewFolder3/0 || テレサマリオコースゾーンバグ検出用 || TeresaMarioCourseZoneBag || || 0 || 1
|-
| /PLA/kkn/NewFolder3/0 || 3つの木 || ThreeTreePlanet || || 0 || 1
|-
| /PLA/kkn/NewFolder3/0 || 浮島テストマップ || SpringWaterFloaterTest || || 0 || 1
|-
| /PLA/kkn/NewFolder3/0 || メルカトルテストマップ || MercatorTestMap || || 0 || 1
|-
| /PLA/kkn/NewFolder3/0 || ワキミズ惑星古い(林田さんに貰った古いver.) || SpringWaterPlanetZoneOld || || 0 || 1
|-
| /PLA/kkn/NewFolder3/0 || ワキミズ浮島惑星B(実験中) || SmallSpringWaterPlanetB || || 0 || 1
|-
| /PLA/kkn/NewFolder3/0 || ワキミズ浮島惑星(実験中) || SmallSpringWaterPlanet || || 0 || 1
|-
| /PLA/kkn/NewFolder3/0 || 柿沼用溶岩ホーム || LavaHomeKakinuma || || 0 || 1
|-
| /PLA/kkn/NewFolder3/0 || 横部さん用溶岩ホーム || LavaHomeYokobe || || 0 || 1
|-
| /PLA/kkn/NewFolder3/0 || ブロックテスト || BlockTestMap || || 0 || 1
|-
| /PLA/kkn/NewFolder3/0 || くも床テスト || PhantomSpider || || 0 || 1
|-
| /PLA/kkn/NewFolder3/0 || 古い星くずの星 || StarDustPlanet || || 0 || 1
|-
| /PLA/kkn/NewFolder3/0 || 星のたまごテストバグ || StarEggMapBag || || 0 || 1
|-
| /PLA/kkn/NewFolder3/0 || 土管テスト || PipeTestMap || || 0 || 1
|-
| /PLA/kkn/NewFolder3/0 || 音符オブジェ || NoteObjStageA || || 0 || 1
|-
| /PLA/kkn/NewFolder3/0 || オタロック:溶岩ホーム火山内部 || OtaRockStage || || 0 || 1
|-
| /PLA/kkn/NewFolder3/0 || 新べーゴマン連星 || BegomanIslandB || || 0 || 1
|-
| /PLA/kkn/NewFolder3/0 || 電撃ビリビリ惑星 || ElectricStage || || 0 || 1
|-
| /PLA/kkn/NewFolder3/0 || テストステージE3 || KakinumaTest || || 0 || 1
|-
| /PLA/kkn/NewFolder2 || ファントムケイブギャラクシー || || || 5 || 1
|-
| /PLA/kkn/NewFolder2/0 || テレサマリオコースゾーン || TeresaMarioCourseZone || || 0 || 1
|-
| /PLA/kkn/NewFolder2/0 || ポールウニゾー惑星 || PoleUnizoZone || || 0 || 1
|-
| /PLA/kkn/NewFolder2/0 || J字水惑星 || JWaterZone || || 0 || 1
|-
| /PLA/kkn/NewFolder2/0 || ウサギと亀と月ゾーン || RabbitMoonZone || || 0 || 7
|-
| /PLA/kkn/NewFolder || フォレストギャラクシー || || || 5 || 1
|-
| /PLA/kkn/NewFolder/0 || 花咲く惑星ゾーン || FlowerPlanetZone || || 0 || 1
|-
| /PLA/ikkaku || 一角 || || || 0 || 1
|-
| /PLA/ikkaku/0 || あわEX(A) || CubeBubbleEXAZone || || 0 || 1
|-
| /PLA/ikkaku/0 || あわEX(B) || CubeBubbleEXBZone || || 0 || 1
|-
| /PLA/ikkaku/0 || あわEX(C) || CubeBubbleEXCZone || || 0 || 1
|-
| /PLA/ikkaku/0 || あわEX(D) || CubeBubbleExDZone || || 0 || 1
|-
| /PLA/ikkaku/0 || かつてのタイムアタックゾーン || OldTimeAttackZone || || 0 || 1
|-
| /PLA/ikkaku/0 || まゆEX || CocoonEXZone || || 0 || 1
|-
| /PLA/ikkaku/0 || キャノン砲Gキャプチャゾーン || CannonGCaptureZone || || 0 || 1
|-
| /PLA/ikkaku/0 || タイムアタックゾーン・一角試作 || IkkakuTimeAttackZone || || 0 || 1
|-
| /PLA/ikkaku/0 || アステロイドベルトゾーン || AsteroidBeltZone || || 0 || 1
|-
| /PLA/ikkaku/0 || かべわたり(A)ゾーン || WallCrossAZone || || 0 || 1
|-
| /PLA/ikkaku/0 || かべわたり(B)ゾーン || WallCrossBZone || || 0 || 1
|-
| /PLA/ikkaku/0 || 天文台外側負荷実験 || IkkakuAstroGalaxy || || 0 || 1
|-
| /PLA/ikkaku/0 || キノピオの挑戦状 || IkkakuTest || || 0 || 1
|-
| /PLA/菅野 || 菅野 || || || 0 || 1
|-
| /PLA/菅野/0 || ボルケーノプラネットテスト || VolcanoPlanetZone || || 0 || 1
|-
| /PLA/菅野/0 || アイスマウンテンテスト || IceMountainZone || || 0 || 1
|-
| /PLA/菅野/0 || 暗闇2 || PhantomDarknessRoomZone || || 0 || 1
|-
| /PLA/菅野/0 || 重力反転2D || TestMapKannoA || || 0 || 1
|-
| /DES || デザイナー試作 || || || 10 || 1
|-
| /DES/HashimotoTest || 橋本 || || || 0 || 1
|-
| /DES/HashimotoTest/0 || 橋本テストステージ1 || HashimotoTest || || 0 || 1
|-
| /DES/HashimotoTest/0 || 橋本テストステージ2 || HashimotoTest2Map || || 0 || 1
|-
| /DES/NewFolder2 || 竹村 || || || 0 || 1
|-
| /DES/NewFolder2/0 || 試作1(TakemuraTestA) || TakemuraTestA || || 0 || 1
|-
| /DES/NewFolder2/0 || 試作2(TakemuraTestB) || TakemuraTestB || || 0 || 1
|-
| /DES/SNM || 新元 || || || 15 || 1
|-
| /DES/SNM/0 || アイスマウンテン || TestMapKannoB || A || 0 || 1
|-
| /DES/SNM/CAM || 球状カメラテスト || || || 15 || 1
|-
| /DES/SNM/CAM/0 || 球状カメラテスト1 || SphereCameraTest01a || || 0 || 1
|-
| /DES/SNM/CAM/0 || 球状カメラテスト2 || SphereCameraTest02b || || 0 || 1
|-
| /DES/SNM/CAM/0 || 球状カメラテスト3 || SphereCameraTest03c || || 0 || 1
|-
| /DES/SNM/0 || 蟻の巣 || AntNest || || 0 || 1
|-
| /DES/SNM/0 || オーシャンリング実験 || PlanetTwinPlane || || 0 || 1
|-
| /DES/SNM/0 || プチプラネット火山 || PuchiPlanetVolcano || || 0 || 1
|-
| /DES/SNM/0 || 鳥と昆虫の惑星(散策地形) || GravityGlobe || || 0 || 1
|-
| /DES/SNM/0 || アリンコ実験 || AntNestTest || || 0 || 1
|-
| /DES/SNM/0 || 砂漠実験 || DesertTest || || 0 || 1
|-
| /DES/SNM/0 || 平面Ex || PlaneEx || || 0 || 1
|-
| /DES/SNM/0 || 鳥と昆虫の惑星(NEWバージョン) || FlightMap || || 0 || 1
|-
| /DES/SNM/0 || クライマーズハイ || ClimbHigh || || 0 || 1
|-
| /DES/SNM/0 || 宇宙の墓場(廃ロケット含む) || SpaceCemetery || || 0 || 1
|-
| /DES/SNM/0 || 貝殻惑星(溶岩ギャラクシー) || ShellLava || || 0 || 1
|-
| /DES/SNM/0 || 溶岩メテオ(溶岩ギャラクシー) || LavaMeteo || || 0 || 1
|-
| /DES/SNM/0 || グリーンフォレスト || GreenForest || || 0 || 1
|-
| /DES/三脚 || 細野 || || || 15 || 1
|-
| /DES/三脚/NewFolder4 || 三脚サンプル || || || 0 || 1
|-
| /DES/三脚/NewFolder4/0 || 三脚サンプルA || TriPodBossZoneSampleA || A || 0 || 1
|-
| /DES/三脚/NewFolder4/0 || 三脚サンプルB || TriPodBossZoneSampleB || A || 0 || 1
|-
| /DES/三脚/New || スカルシャークボス || || || 0 || 1
|-
| /DES/三脚/New/0 || スカルシャークボス(シンプル) || SubmarineVolcanoPlanetZoneB || A || 0 || 1
|-
| /DES/三脚/NewFolder3 || サンドゴーレム || || || 0 || 1
|-
| /DES/三脚/NewFolder3/0 || サンドゴーレムピラミッド型 || KoopaJrDriverGalaxy0528b || || 0 || 1
|-
| /DES/三脚/NewFolder3/0 || サンドゴーレム逆さバージョン || KoopaJrDriverGalaxy0527 || || 0 || 1
|-
| /DES/三脚/NewFolder3/0 || サンドゴーレムシリンダー型 || KoopaJrDriverGalaxy0524 || || 0 || 1
|-
| /DES/三脚/NewFolder2 || 検証用 || || || 0 || 1
|-
| /DES/三脚/NewFolder2/0 || サンドゴーレムテスト || KoopaJrDriverGalaxy0524 || A || 0 || 1
|-
| /DES/三脚/NewFolder2/0 || 球状ボーリング || HosonoBossTestF || || 0 || 1
|-
| /DES/三脚/NewFolder2/0 || ワイヤー重力サンプル || HosonoBossTestC || || 0 || 1
|-
| /DES/三脚/NewFolder2/0 || アイスボーリング || HosonoBossTestD || || 0 || 1
|-
| /DES/三脚/NewFolder2/0 || ハーフパイプスケート || HosonoBossTestE || || 0 || 1
|-
| /DES/三脚/NewFolder2/0 || テスト || HosonoBossTestD || || 0 || 1
|-
| /DES/三脚/NewFolder || フォレスト || || || 0 || 1
|-
| /DES/三脚/NewFolder/0 || ハニークイーン惑星確認用 || HoneyQueenZoneTmp || A || 0 || 1
|-
| /DES/三脚/NewFolder/0 || フォレストボス惑星確認用 || HoneyQueenBattleTest9 || A || 0 || 1
|-
| /DES/三脚/NewFolder/NewFolder || 検証履歴 || || || 0 || 1
|-
| /DES/三脚/NewFolder/NewFolder/0 || ボスカメムシ最新 || HoneyQueenBattleTest7 || || 0 || 1
|-
| /DES/三脚/NewFolder/NewFolder/0 || プリミティブ検証 || HoneyQueenBattleTest4 || || 0 || 1
|-
| /DES/三脚/NewFolder/NewFolder/0 || ボスカメムシ戦(旧) || HoneyQueenBattleTest6 || || 0 || 1
|-
| /DES/三脚/NewFolder/NewFolder/0 || ハニークイーン戦その3 || HoneyQueenBattleTest3 || || 0 || 1
|-
| /DES/三脚/NewFolder/NewFolder/HonetQueenBattle2 || ハニークイーン戦その2 || || || 0 || 1
|-
| /DES/三脚/NewFolder/NewFolder/HonetQueenBattle2/0 || LV2 || HoneyQueenBattleTest2LV2 || || 0 || 1
|-
| /DES/三脚/NewFolder/NewFolder/HonetQueenBattle2/0 || LV1 || HoneyQueenBattleTest2LV1 || || 0 || 1
|-
| /DES/三脚/NewFolder/NewFolder/0 || ハニークイーン戦その1 || HoneyQueenBattleTest1 || || 0 || 1
|-
| /DES/三脚/0 || 海底火山惑星リファイン || TestMapG13 || || 0 || 1
|-
| /DES/三脚/0 || 跳ね返りコードテスト || TestMapG12 || || 0 || 1
|-
| /DES/三脚/0 || マップパーツサンプル地形 || TestMapG10 || || 0 || 1
|-
| /DES/三脚/0 || オーシャンリングテスト || OceanRingHosonoZone || || 0 || 1
|-
| /DES/三脚/0 || 海底火山惑星 || SubmarineVolcanoPlanetZone || || 0 || 1
|-
| /DES/三脚/0 || メルカトルサンプル || TestMapG3 || || 0 || 1
|-
| /DES/三脚/0 || LODテストステージ || LODTestStage || || 0 || 1
|-
| /DES/三脚/ONS || 温泉わくわく星 || || || 15 || 1
|-
| /DES/三脚/ONS/0 || オタクイーン戦 || HotSpringPlanet || A || 0 || 1
|-
| /DES/三脚/ONS/0 || オタクロック戦 || HotSpringPlanet || B || 0 || 1
|-
| /DES/三脚/ONS/0 || オタキング戦 || HotSpringPlanet || C || 0 || 1
|-
| /DES/三脚/ONS/0 || 芋煮会パーティー || HotSpringPlanet || D || 0 || 1
|-
| /DES/三脚/ONS/0 || 水流スライダー || HotSpringPlanet || E || 0 || 1
|-
| /DES/三脚/ONS/0 || 赤コインDPD || HotSpringPlanet || F || 0 || 1
|-
| /DES/三脚/ONS/0 || 天空のシャイン || HotSpringPlanet || G || 0 || 1
|-
| /DES/三脚/ONS/0 || チャレンジコース || HotSpringPlanet || H || 0 || 1
|-
| /DES/三脚/ONS/0 || スライダーシナリオ1 || HotSpringPlanetSlider || A || 0 || 1
|-
| /DES/三脚/ONS/0 || スライダーシナリオ2 || HotSpringPlanetSlider || B || 0 || 1
|-
| /DES/三脚/ONK || 温泉わくわく星再編 || || || 15 || 1
|-
| /DES/三脚/ONK/0 || ロープネタA || RopeTestStageA || || 0 || 1
|-
| /DES/三脚/ONK/0 || ロープネタB || RopeTestStageB || || 0 || 1
|-
| /DES/三脚/ONK/0 || 滑りロープA || SlidingRopeTestStageA || || 0 || 1
|-
| /DES/三脚/ONK/0 || 滑りロープB || SlidingRopeTestStageB || || 0 || 1
|-
| /DES/三脚/ONK/0 || タコボー || TakoboTestStageA || || 0 || 1
|-
| /DES/三脚/ONK/0 || ミニオタクロック || OtakuRockTestStage || || 0 || 1
|-
| /DES/三脚/0 || 球面地形 || TestMapC || || 0 || 1
|-
| /DES/三脚/0 || フォグテスト || FogTestStage || || 0 || 1
|-
| /DES/三脚/0 || コンボ実験場 || ComboStage || || 0 || 1
|-
| /DES/三脚/0 || サル山温泉惑星 || TestMapA || || 0 || 1
|-
| /DES/三脚/0 || キューブ || TestMapB || || 0 || 1
|-
| /DES/三脚/0 || ウッドブロック || WoodBlockTestStageA || || 0 || 1
|-
| /DES/MZK || 松崎 || || || 15 || 1
|-
| /DES/MZK/0 || 城実験 || Castle || || 0 || 1
|-
| /DES/MZK/0 || ディスク惑星 || DiskMap1 || || 0 || 1
|-
| /DES/MZK/0 || ディスクワールド || PlanetAir || || 0 || 1
|-
| /DES/MZK/0 || 宇宙ステーション実験 || MatsuzakiTestMap || || 0 || 1
|-
| /DES/MSI || 三島 || || || 15 || 1
|-
| /DES/MSI/0 || 背景SIMatライトON || TestMat || || 0 || 1
|-
| /DES/MSI/0 || 背景SIMatライトOFF || TestMatNew || || 0 || 1
|-
| /DES/MSI/0 || 背景ライトOFF || TestMatLightOff || || 0 || 1
|-
| /DES/MSI/0 || 背景ライトON || TestMatLightOnly || || 0 || 1
|-
| /DES/MSI/0 || テストマップ || Mishima || || 0 || 1
|-
| /DES/YGK || 山口(一美) || || || 15 || 1
|-
| /DES/YGK/0 || HDRテスト || HdrTestMap || || 0 || 1
|-
| /DES/YGK/0 || フォグ影テスト || FogShadowTest || || 0 || 1
|-
| /DES/YGK/0 || 落花星 || Peanut || || 0 || 1
|-
| /DES/YGK/0 || どら焼き要塞 || DorayakiAndBlock || || 0 || 1
|-
| /DES/YGK/0 || おでん惑星つみれ || OdenTumire || || 0 || 1
|-
| /DES/YGK/0 || おでん惑星じゃがいも || Potatos || || 0 || 1
|-
| /DES/YGK/0 || 温泉わくわく星リファイン || HotSpringPlanetR || || 0 || 1
|-
| /DES/YGK/0 || ョッシーダウンヒル || YosshiDownHill || || 0 || 1
|-
| /DES/YGK/0 || スノーパーク || BigSnowMountainA || || 0 || 1
|-
| /DES/YGK/0 || ョッシートラック || YosshiTrack || || 0 || 1
|-
| /DES/YGK/0 || ビッグトラック || BigTrack || || 0 || 1
|-
| /DES/YGK/0 || 水の星 || MiniPlanetAqua || || 0 || 1
|-
| /DES/YGK/0 || オーバーザ山 || OverTheMountain || || 0 || 1
|-
| /DES/YGK/0 || 64スライダー || SnowAndPeachSlider || || 0 || 1
|-
| /DES/YGK/0 || らせんスライダー || TestSpiralMap || || 0 || 1
|-
| /DES/YKB || 横部 || || || 15 || 1
|-
| /DES/YKB/0 || ムシクイ惑星 || WarmEatenPlanetTest || || 0 || 1
|-
| /DES/YKB/0 || ムシクイ惑星ロングバージョン || WarmEatenPlanetTestB || || 0 || 1
|-
| /DES/YKB/0 || コロニー || ColonyLarge || || 0 || 1
|-
| /DES/YKB/0 || コロニー2 || ColonySmall || || 0 || 1
|-
| /DES/YKB/0 || チューブ惑星 || TubePlanet || || 0 || 1
|-
| /DES/YKB/0 || モルモットコロニー || BevelErrorTest || || 0 || 1
|-
| /DES/YKB/0 || 魔法の森 || MagicalForest || || 0 || 1
|-
| /DES/YKB/0 || 魔法の森球状地形 || MagicalForestSphere || || 0 || 1
|-
| /DES/YKB/0 || 氷の立体迷路惑星 || LabyrinthPlanet || || 0 || 1
|-
| /DES/YKB/0 || パックンプラネットテスト || PukkunPlanet || || 0 || 1
|-
| /DES/YKB/0 || 多重エリンギ惑星 || PlanetStageTest || || 0 || 1
|-
| /DES/YKB/0 || 緑ヶ丘惑星 || GreenHillPlanet || || 0 || 1
|-
| /DES/YKB/0 || マキシマムテスト1 || MaximumMapTest || || 0 || 1
|-
| /DES/YKB/0 || マキシマムテスト2 || MaximumMapTestNew || || 0 || 1
|-
| /DES/YKB/0 || マキシマムテストLOD01 || MaximumMapTestLodA || || 0 || 1
|-
| /DES/YKB/0 || 海底火山惑星(ノーマルマップ) || NormalMapTest || || 0 || 1
|-
| /DES/MTO || 元倉 || || || 15 || 1
|-
| /DES/MTO/0 || テストマップ1 || MotokuraTestMap || || 0 || 1
|-
| /DES/MTO/0 || テストマップ2 || MotokuraTestMapNew || || 0 || 1
|-
| /DES/NewFolder || 清水(卓) || || || 0 || 1
|-
| /DES/NewFolder/0 || TestA || ShimizuTakuroTestA || || 0 || 1
|-
| /DES/NewFolder/0 || TestB || ShimizuTakuroTestB || || 0 || 1
|-
| /PRG || プログラマー試作 || || || 10 || 1
|-
| /PRG/OYG || 青柳 || || || 15 || 1
|-
| /PRG/OYG/0 || 2脚テスト || TwoLegTest || || 0 || 1
|-
| /PRG/OYG/Gravity || 重力関連 || || || 0 || 1
|-
| /PRG/OYG/Gravity/0 || グローバル重力テスト || GlobalGravityTest || || 0 || 1
|-
| /PRG/OYG/Gravity/0 || 重力追随テスト || GravityFollow || || 0 || 1
|-
| /PRG/OYG/0 || Gキャプチャーテスト || GCaptureTest || || 0 || 1
|-
| /PRG/OYG/0 || 新操作テストマップ || PointerTestMap || || 0 || 1
|-
| /PRG/OYG/0 || エンベロープ環境投影マップ実験 || SkiningEnvMapOrViewMap || || 0 || 1
|-
| /PRG/OYG/0 || ミラーテスト || MirrorTest || || 0 || 1
|-
| /PRG/OYG/0 || テレサテスト || TeresaTest || || 0 || 1
|-
| /PRG/OYG/0 || ポルタテスト || PoltaTest || || 0 || 1
|-
| /PRG/OYG/0 || カメックテスト || KameckTest || || 0 || 1
|-
| /PRG/OYG/0 || 移動制限テスト || MoveLimitTest || || 0 || 1
|-
| /PRG/AND || 安藤 || || || 15 || 1
|-
| /PRG/AND/0 || ステージ(ローカル) || AndoStageObjZone || || 0 || 1
|-
| /PRG/AND/0 || ステージ(グローバル) || AndoStageObjMain || || 0 || 1
|-
| /PRG/AND/0 || モジャ || AndoTestInlet || || 0 || 1
|-
| /PRG/OTA || 大田 || || || 15 || 1
|-
| /PRG/OTA/0 || 実験場 || MapTestOta || A || 0 || 1
|-
| /PRG/OTA/0 || デモ実験場 || DemoTestOta || A || 0 || 1
|-
| /PRG/OTA/0 || エフェクト実験場 || EffectTestMap || A || 0 || 1
|-
| /PRG/OTA/0 || マップパーツ置き場 || MapPartsTest || A || 0 || 1
|-
| /PRG/KMR || 川村 || || || 15 || 1
|-
| /PRG/KMR/0 || 地形コードテスト || SoundMapCodeTest || || 0 || 1
|-
| /PRG/KMR/0 || 地形コードテストB || SoundMapCodeTestB || || 0 || 1
|-
| /PRG/KMR/0 || 地形コードテストC || SoundMapCodeTestC || || 0 || 1
|-
| /PRG/TZW || 武沢 || || || 15 || 1
|-
| /PRG/TZW/0 || テストA || TakezawaTestA || || 0 || 1
|-
| /PRG/TZW/0 || メッセージテスト || MessageTest || || 0 || 1
|-
| /PRG/TZW/0 || リミックスBGMテスト || RemixBgmTest || || 0 || 1
|-
| /PRG/TZW/0 || リミックスBGMテストB || RemixBgmTestB || || 0 || 1
|-
| /PRG/TZW/0 || フォレストたけざわ || ForestHomeTakezawa || || 0 || 1
|-
| /PRG/SMZ || 清水 || || || 15 || 1
|-
| /PRG/SMZ/0 || 高速移動地形 || SpinDriverBossTest || || 0 || 1
|-
| /PRG/SMZ/0 || NeoScaleMap || NeoScaleMap || || 0 || 1
|-
| /PRG/SMZ/0 || NeoCurveMap || NeoCurveMap || || 0 || 1
|-
| /PRG/SMZ/0 || SlopeTest || SlopeTest || || 0 || 1
|-
| /PRG/SMZ/0 || 旧テストマップ || PlanetMap2 || || 0 || 1
|-
| /PRG/HKW || 早川 || || || 15 || 1
|-
| /PRG/HKW/0 || ワールドマップテスト || WorldMapTest || || 0 || 1
|-
| /PRG/HKW/0 || DPDボス実験 || DpdBoss || || 0 || 1
|-
| /PRG/HKW/0 || FooFighterMap || FooFighterMap || || 0 || 1
|-
| /PRG/HKW/0 || FooFighterMap2 || FooFighterMap2 || || 0 || 1
|-
| /PRG/HKW/0 || 重力実験場 || Moon || || 0 || 1
|-
| /PRG/HKW/0 || ライドセットアップステージ || RideSetUpStage || || 0 || 1
|-
| /PRG/HKW/0 || 空中アクション実験ステージ || AirActionTest || || 0 || 1
|-
| /PRG/HKW/0 || 多量オブジェ実験ステージ || ObjNumTestStage || || 0 || 1
|-
| /PRG/MZD || 松田 || || || 15 || 1
|-
| /PRG/MZD/0 || カットテスト1 || MazdaCutTest01 || || 0 || 1
|-
| /PRG/MZD/0 || カットテスト2 || MazdaCutTest02 || || 0 || 1
|-
| /PRG/MZD/0 || カットテスト空 || MazdaCutTest03 || || 0 || 1
|-
| /PRG/MZD/0 || 一括128個 || MazdaCutTest04 || || 0 || 1
|-
| /PRG/MZD/0 || テストマップ1 || MazdaTest01 || || 0 || 1
|-
| /PRG/MZD/0 || テストマップ2 || MazdaTest02 || || 0 || 1
|-
| /PRG/MZD/0 || 魔法の館 || MazdaMagicalHouse || || 0 || 1
|-
| /PRG/YGA || 山口(敦) || || || 15 || 1
|-
| /PRG/YGA/0 || テスト || YamaguchiTest || || 0 || 1
|-
| /PRG/YGA/0 || テストその3 || YamaguchiTest3 || || 0 || 1
|-
| /PRG/YGA/0 || テストその4 || YamaguchiTest4 || || 0 || 1
|-
| /PRG/YGA/0 || ファイルセレクト || FileSelect || || 0 || 1
|-
| /PRG/SGA || 菅原 || || || 15 || 1
|-
| /PRG/SGA/0 || テスト地形 || SugawaraTest || || 0 || 1
|-
| /PRG/TAK || 竹内 || || || 15 || 1
|-
| /PRG/TAK/0 || テスト地形 敵 || TakeuchiTest || || 0 || 1
|-
| /PRG/TAK/0 || テスト地形 地形オブジェ || TakeuchiTestB || || 0 || 1
|-
| /PRG/TAK/0 || テスト地形 合体ブロック || TakeuchiTestC || || 0 || 1
|-
| /PRG/GOH || 郷原 || || || 15 || 1
|-
| /PRG/GOH/0 || テスト || GoharaTestB || || 0 || 1
|-
| /CMP || 図鑑・テストステージ || || || 10 || 1
|-
| /CMP/StoryDemo || ストーリーデモ || || || 0 || 1
|-
| /CMP/StoryDemo/PrologueA || PrologueA || || || 0 || 1
|-
| /CMP/StoryDemo/PrologueA/0 || PrologueA Cut 01-03 || StoryDemoStagePrologueA || A || 0 || 1
|-
| /CMP/StoryDemo/PrologueA/0 || PrologueA Cut 04 || StoryDemoStagePrologueA || B || 0 || 1
|-
| /CMP/StoryDemo/PrologueA/0 || PrologueA Cut 06-08 || StoryDemoStagePrologueA || C || 0 || 1
|-
| /CMP/StoryDemo/PrologueA/0 || PrologueA Cut 09-11 || StoryDemoStagePrologueA || D || 0 || 1
|-
| /CMP/StoryDemo/PrologueA/0 || PrologueA Cut 12-17 || StoryDemoStagePrologueA || E || 0 || 1
|-
| /CMP/StoryDemo/PrologueB || PrologueB || || || 0 || 1
|-
| /CMP/StoryDemo/PrologueB/0 || PrologueB Cut 01-04 || StoryDemoStagePrologueB || A || 0 || 1
|-
| /CMP/StoryDemo/PrologueB/0 || PrologueB Cut 05-08 || StoryDemoStagePrologueB || B || 0 || 1
|-
| /CMP/StoryDemo/PrologueB/0 || PrologueB Cut 09 || StoryDemoStagePrologueB || C || 0 || 1
|-
| /CMP/StoryDemo/PrologueB/0 || PrologueB Cut 10 || StoryDemoStagePrologueB || D || 0 || 1
|-
| /CMP/StoryDemo/PrologueB/0 || PrologueB Cut 11 || StoryDemoStagePrologueB || E || 0 || 1
|-
| /CMP/StoryDemo/PrologueB/0 || PrologueB Cut 12-14 || StoryDemoStagePrologueB || F || 0 || 1
|-
| /CMP/StoryDemo/PrologueB/0 || PrologueB Cut 15-18 || StoryDemoStagePrologueB || G || 0 || 1
|-
| /CMP/StoryDemo/PrologueB/0 || PrologueB Cut 19-21 || StoryDemoStagePrologueB || H || 0 || 1
|-
| /CMP/StoryDemo/FinalBattle Cut 02 || FinalBattle || || || 0 || 1
|-
| /CMP/StoryDemo/FinalBattle Cut 02/0 || FinalBattle Cut 01 || StoryDemoStageFinalBattle || A || 0 || 1
|-
| /CMP/StoryDemo/FinalBattle Cut 02/0 || FinalBattle Cut 02 || StoryDemoStageFinalBattle || E || 0 || 1
|-
| /CMP/StoryDemo/FinalBattle Cut 02/0 || FinalBattle Cut 03 || StoryDemoStageFinalBattle || F || 0 || 1
|-
| /CMP/StoryDemo/FinalBattle Cut 02/0 || FinalBattle Cut 04 || StoryDemoStageFinalBattle || B || 0 || 1
|-
| /CMP/StoryDemo/FinalBattle Cut 02/0 || FinalBattle Cut 05-06 || StoryDemoStageFinalBattle || C || 0 || 1
|-
| /CMP/StoryDemo/FinalBattle Cut 02/0 || FinalBattle Cut 07-08 || StoryDemoStageFinalBattle || D || 0 || 1
|-
| /CMP/StoryDemo/EpilogueB || SavePeach+EpiloguA ExCut || || || 0 || 1
|-
| /CMP/StoryDemo/EpilogueB/0 || SavePeach Cut 01-02 || StoryDemoStageEpilogueB || A || 0 || 1
|-
| /CMP/StoryDemo/EpilogueB/0 || マリオ浮遊2パターン || StoryDemoStageEpilogueB || B || 0 || 1
|-
| /CMP/StoryDemo/EpilogueB/0 || ブラックホール広がり || StoryDemoStageEpilogueB || C || 0 || 1
|-
| /CMP/StoryDemo/EpilogueA || EpilogueA || || || 0 || 1
|-
| /CMP/StoryDemo/EpilogueA/0 || EpilogueA Cut 01 || StoryDemoStageEpilogueA || A || 0 || 1
|-
| /CMP/StoryDemo/EpilogueA/0 || EpilogueA Cut 02-03 || StoryDemoStageEpilogueA || B || 0 || 1
|-
| /CMP/StoryDemo/EpilogueA/0 || EpilogueA Cut 04 || StoryDemoStageEpilogueA || C || 0 || 1
|-
| /CMP/StoryDemo/EpilogueA/0 || EpilogueA Cut 05-06 || StoryDemoStageEpilogueA || D || 0 || 1
|-
| /CMP/StoryDemo/EpilogueA/0 || EpilogueA Cut 07-08 || StoryDemoStageEpilogueA || E || 0 || 1
|-
| /CMP/StoryDemo/EpilogueA/0 || EpilogueA Cut 09 || StoryDemoStageEpilogueA || F || 0 || 1
|-
| /CMP/StoryDemo/EpilogueA/0 || EpilogueA Cut 13 || StoryDemoStageEpilogueA || G || 0 || 1
|-
| /CMP/StoryDemo/EpilogueA/0 || EpilogueA Cut 12-14 || StoryDemoStageEpilogueA || H || 0 || 1
|-
| /CMP/StoryDemo/EndingA || EndingA || || || 0 || 1
|-
| /CMP/StoryDemo/EndingA/0 || EndingA Cut 01-03 || StoryDemoStageEndingA || A || 0 || 1
|-
| /CMP/StoryDemo/EndingA/0 || EndingA Cut 04 || StoryDemoStageEndingA || B || 0 || 1
|-
| /CMP/StoryDemo/EndingA/0 || EndingA Cut 07-12 || StoryDemoStageEndingA || C || 0 || 1
|-
| /CMP/StoryDemo/EndingA/0 || EndingA Cut 13 || StoryDemoStageEndingA || D || 0 || 1
|-
| /CMP/StoryDemo/EndingA/0 || EndingA Cut 14 || StoryDemoStageEndingA || E || 0 || 1
|-
| /CMP/StoryDemo/EndingB || EndingB || || || 0 || 1
|-
| /CMP/StoryDemo/EndingB/0 || EndingB Cut 01 || StoryDemoStageEndingB || A || 0 || 1
|-
| /CMP/StoryDemo/EndingB/0 || EndingB Cut 02 || StoryDemoStageEndingB || G || 0 || 1
|-
| /CMP/StoryDemo/EndingB/0 || EndingB Cut 03 || StoryDemoStageEndingB || H || 0 || 1
|-
| /CMP/StoryDemo/EndingB/0 || EndingB Cut 04-06 || StoryDemoStageEndingB || B || 0 || 1
|-
| /CMP/StoryDemo/EndingB/0 || EndingB Cut 07 || StoryDemoStageEndingB || C || 0 || 1
|-
| /CMP/StoryDemo/EndingB/0 || EndingB Cut 08 || StoryDemoStageEndingB || D || 0 || 1
|-
| /CMP/StoryDemo/EndingB/0 || EndingB Cut 11 || StoryDemoStageEndingB || E || 0 || 1
|-
| /CMP/StoryDemo/EndingB/0 || EndingB Cut 12 || StoryDemoStageEndingB || F || 0 || 1
|-
| /CMP/StoryDemo/NewFolder || ライブラリ || || || 0 || 1
|-
| /CMP/StoryDemo/NewFolder/0 || フィギュアキャプチャT(エネミー小) || StoryDemoFigureCaptureB || A || 0 || 1
|-
| /CMP/StoryDemo/NewFolder/0 || フィギュアキャプチャ(エネミー小) || StoryDemoFigureCaptureA || A || 0 || 1
|-
| /CMP/StoryDemo/NewFolder/0 || フィギュアキャプチャT(エネミー中) || StoryDemoFigureCaptureB || B || 0 || 1
|-
| /CMP/StoryDemo/NewFolder/0 || フィギュアキャプチャ(エネミー中) || StoryDemoFigureCaptureA || B || 0 || 1
|-
| /CMP/StoryDemo/NewFolder/0 || フィギュアキャプチャT(大) || StoryDemoFigureCaptureB || C || 0 || 1
|-
| /CMP/StoryDemo/NewFolder/0 || フィギュアキャプチャ(大) || StoryDemoFigureCaptureA || C || 0 || 1
|-
| /CMP/StoryDemo/NewFolder/0 || フィギュアキャプチャT(NPC) || StoryDemoFigureCaptureB || D || 0 || 1
|-
| /CMP/StoryDemo/NewFolder/0 || フィギュアキャプチャ(NPC) || StoryDemoFigureCaptureA || D || 0 || 1
|-
| /CMP/StoryDemo/NewFolder/0 || フィギュアキャプチャT(アイテム) || StoryDemoFigureCaptureB || E || 0 || 1
|-
| /CMP/StoryDemo/NewFolder/0 || フィギュアキャプチャ(アイテム) || StoryDemoFigureCaptureA || E || 0 || 1
|-
| /CMP/StoryDemo/NewFolder/0 || 多面同時フィギュアキャプチャT(エネミー) || StoryDemoFigureCaptureB || F || 0 || 1
|-
| /CMP/StoryDemo/NewFolder/0 || 多面同時フィギュアキャプチャ(エネミー) || StoryDemoFigureCaptureB || A || 0 || 1
|-
| /CMP/StoryDemo/NewFolder/0 || 多面同時フィギュアキャプチャ(エネミー2) || StoryDemoFigureCaptureB || B || 0 || 1
|-
| /CMP/StoryDemo/NewFolder/0 || 多面同時フィギュアキャプチャ(NPC) || StoryDemoFigureCaptureB || C || 0 || 1
|-
| /CMP/StoryDemo/NewFolder/0 || 多面同時フィギュアキャプチャ(プレーヤー) || StoryDemoFigureCaptureB || D || 0 || 1
|-
| /CMP/StoryDemo/NewFolder/0 || Test || StoryDemoLibraryA || || 0 || 1
|-
| /CMP/NewFolder9 || オブジェデータ作成環境 || || || 0 || 1
|-
| /CMP/NewFolder9/0 || オニマス2試作 || TempMapD || || 0 || 1
|-
| /CMP/ENE || エネミー || || || 10 || 1
|-
| /CMP/ENE/0 || 敵図鑑1巻 || EnemyPark01Zone || || 0 || 1
|-
| /CMP/ENE/0 || 敵図鑑2巻 || EnemyPark02Zone || || 0 || 1
|-
| /CMP/ENE/KRB || クリボー || || || 6 || 1
|-
| /CMP/ENE/KRB/0 || クリボー(平面地形)1体 || KuriboTestStageD || A || 0 || 1
|-
| /CMP/ENE/KRB/0 || クリボー(平面地形)5体 || KuriboTestStageD || B || 0 || 1
|-
| /CMP/ENE/KRB/0 || クリボー(球地形)1体 || KuriboTestStageB || A || 0 || 1
|-
| /CMP/ENE/KRB/0 || クリボー(球地形)5体 || KuriboTestStageB || B || 0 || 1
|-
| /CMP/ENE/KRB/0 || クリボー(キューブ地形)1体 || KuriboTestStageC || A || 0 || 1
|-
| /CMP/ENE/KRB/0 || クリボー(キューブ地形)5体 || KuriboTestStageC || B || 0 || 1
|-
| /CMP/ENE/MLM || メラメラ || || || 7 || 1
|-
| /CMP/ENE/MLM/0 || メラメラ || TsujimuraEnemy01Test || || 0 || 1
|-
| /CMP/ENE/MLM/0 || メラメラ(平面地形)1体 || MerameraTestStageC || A || 0 || 1
|-
| /CMP/ENE/MLM/0 || メラメラ(平面地形)5体 || MerameraTestStageC || B || 0 || 1
|-
| /CMP/ENE/MLM/0 || メラメラ(球地形)1体 || MerameraTestStageB || A || 0 || 1
|-
| /CMP/ENE/MLM/0 || メラメラ(球地形)5体 || MerameraTestStageB || B || 0 || 1
|-
| /CMP/ENE/MLM/0 || メラメラ(キューブ地形)1体 || MerameraTestStageA || A || 0 || 1
|-
| /CMP/ENE/MLM/0 || メラメラ(キューブ地形)5体 || MerameraTestStageA || B || 0 || 1
|-
| /CMP/ENE/0 || チョロプー || CyoropuTestStage || || 0 || 1
|-
| /CMP/ENE/0 || ベーゴマン || BegomanTestStage || || 0 || 1
|-
| /CMP/ENE/VBG || バネベーゴマン || || || 8 || 1
|-
| /CMP/ENE/VBG/0 || バネベーゴマン(平面地形)1体 || BegomanTestStageC || A || 0 || 1
|-
| /CMP/ENE/VBG/0 || バネベーゴマン(平面地形)5体 || BegomanTestStageC || B || 0 || 1
|-
| /CMP/ENE/VBG/0 || バネベーゴマン(球地形)1体 || BegomanTestStageB || A || 0 || 1
|-
| /CMP/ENE/VBG/0 || バネベーゴマン(球地形)5体 || BegomanTestStageB || B || 0 || 1
|-
| /CMP/ENE/VBG/0 || バネベーゴマン(キューブ地形)1体 || BegomanTestStageA || A || 0 || 1
|-
| /CMP/ENE/VBG/0 || バネベーゴマン(キューブ地形)5体 || BegomanTestStageA || B || 0 || 1
|-
| /CMP/ENE/VBG/0 || バネベーゴマン(皿地形)1体 || BegomanTestStageD || A || 0 || 1
|-
| /CMP/ENE/VBG/0 || バネベーゴマン(皿地形)5体 || BegomanTestStageD || B || 0 || 1
|-
| /CMP/ENE/TBG || トゲベーゴマン || || || 8 || 1
|-
| /CMP/ENE/TBG/0 || トゲベーゴマン(平面地形)1体 || BegomanTestStageC || C || 0 || 1
|-
| /CMP/ENE/TBG/0 || トゲベーゴマン(平面地形)5体 || BegomanTestStageC || D || 0 || 1
|-
| /CMP/ENE/TBG/0 || トゲベーゴマン(球地形)1体 || BegomanTestStageB || C || 0 || 1
|-
| /CMP/ENE/TBG/0 || トゲベーゴマン(球地形)5体 || BegomanTestStageB || D || 0 || 1
|-
| /CMP/ENE/TBG/0 || トゲベーゴマン(キューブ地形)1体 || BegomanTestStageA || C || 0 || 1
|-
| /CMP/ENE/TBG/0 || トゲベーゴマン(キューブ地形)5体 || BegomanTestStageA || D || 0 || 1
|-
| /CMP/ENE/TBG/0 || トゲベーゴマン(皿地形)1体 || BegomanTestStageD || C || 0 || 1
|-
| /CMP/ENE/TBG/0 || トゲベーゴマン(皿地形)5体 || BegomanTestStageD || D || 0 || 1
|-
| /CMP/ENE/BBG || ベビーベーゴマン || || || 8 || 1
|-
| /CMP/ENE/BBG/0 || ベビーベーゴマン(平面地形)1体 || BegomanTestStageC || E || 0 || 1
|-
| /CMP/ENE/BBG/0 || ベビーベーゴマン(平面地形)5体 || BegomanTestStageC || F || 0 || 1
|-
| /CMP/ENE/BBG/0 || ベビーベーゴマン(球地形)1体 || BegomanTestStageB || E || 0 || 1
|-
| /CMP/ENE/BBG/0 || ベビーベーゴマン(球地形)5体 || BegomanTestStageB || F || 0 || 1
|-
| /CMP/ENE/BBG/0 || ベビーベーゴマン(キューブ地形)1体 || BegomanTestStageA || E || 0 || 1
|-
| /CMP/ENE/BBG/0 || ベビーベーゴマン(キューブ地形)5体 || BegomanTestStageA || F || 0 || 1
|-
| /CMP/ENE/BBG/0 || ベビーベーゴマン(皿地形)1体 || BegomanTestStageD || E || 0 || 1
|-
| /CMP/ENE/BBG/0 || ベビーベーゴマン(皿地形)5体 || BegomanTestStageD || F || 0 || 1
|-
| /CMP/ENE/GIW || ゴロ岩 || || || 5 || 1
|-
| /CMP/ENE/GIW/0 || ゴロ岩(ピーナッツ地形) || GoroIwaTestStage || A || 0 || 1
|-
| /CMP/ENE/GIW/0 || ゴロ岩(チクワ地形) || GoroIwaTestStage || B || 0 || 1
|-
| /CMP/ENE/ITU || いたずらウサギ || || || 6 || 1
|-
| /CMP/ENE/ITU/0 || いたずらウサギ(平面) || TrickRabbitTestStage || || 0 || 1
|-
| /CMP/ENE/ITU/0 || いたずらウサギ(球地形) || TrickRabbitTestStageA || B || 0 || 1
|-
| /CMP/ENE/ITU/0 || いたずらウサギ(キューブ球地) || TrickRabbitTestStageA || A || 0 || 1
|-
| /CMP/ENE/ITU/0 || いたずらウサギ(庭園) || IceCubeStage || || 0 || 1
|-
| /CMP/ENE/RNK || リクノコ || || || 6 || 1
|-
| /CMP/ENE/RNK/0 || リクノコ(平面)1体 || NokonokoLandTestStage || A || 0 || 1
|-
| /CMP/ENE/RNK/0 || リクノコ(平面)6体 || NokonokoLandTestStage || B || 0 || 1
|-
| /CMP/ENE/RNK/0 || リクノコ(球地形)1体 || NokonokoLandTestStage || C || 0 || 1
|-
| /CMP/ENE/RNK/0 || リクノコ(球地形)6体 || NokonokoLandTestStage || D || 0 || 1
|-
| /CMP/ENE/killer || キラー || || || 10 || 1
|-
| /CMP/ENE/killer/0 || U字地形 || KillerTestStage || || 0 || 1
|-
| /CMP/ENE/killer/0 || J字地形 || JKillerStage || || 0 || 1
|-
| /CMP/ENE/0 || プクプク || PukupukuTestZone || || 0 || 1
|-
| /CMP/ENE/0 || ポイハナ || PoihanaTestStageA || || 0 || 1
|-
| /CMP/ENE/0 || ボム兵 || BombHeiTestStageA || || 0 || 1
|-
| /CMP/ENE/0 || ヒマワリサンボ || SunFlowerSamboTestStageA || || 0 || 1
|-
| /CMP/ENE/0 || カリカリ || KarikariTestStageA || || 0 || 1
|-
| /CMP/ENE/0 || タコボー || TakoboTestStageA || || 0 || 1
|-
| /CMP/ENE/0 || ミニオタクロック || OtakuRockTestStage || || 0 || 1
|-
| /CMP/ENE/0 || トゲゾー || TogezoTestStageA || || 0 || 1
|-
| /CMP/ENE/0 || ミニイガ || MiniIgaTestStageA || || 0 || 1
|-
| /CMP/ENE/0 || ホーミング発射台 || HomingFireShooterTestStageA || || 0 || 1
|-
| /CMP/ENE/0 || 火炎放射器(クッパ像?) || FlameGunTestStageA || || 0 || 1
|-
| /CMP/ENE/0 || ハンマーブロス || HammerBrosTestStageA || || 0 || 1
|-
| /CMP/ENE/0 || 溶岩系オブジェ || LavaObjTestStage || || 0 || 1
|-
| /CMP/ENE/0 || メラメラ || TsujimuraEnemy01Test || || 0 || 1
|-
| /CMP/ENE/0 || オタロック || OtaRockTestStageA || || 0 || 1
|-
| /CMP/ENE/0 || ウオータープレッシャー || WaterPSTest || || 0 || 1
|-
| /CMP/ENE/0 || モグッチ || MoguraTestStage || || 0 || 1
|-
| /CMP/ENE/0 || カニーナ || KaninaTestStage || || 0 || 1
|-
| /CMP/ENE/0 || クッパJrシップ || KuppaJrShipTestStage || A || 0 || 1
|-
| /CMP/ENE/0 || ハナチャン || HanachanTestStage || || 0 || 1
|-
| /CMP/ENE/0 || トゲトゲ || TogetogeTestStage || || 0 || 1
|-
| /CMP/ITM || アイテム || || || 5 || 1
|-
| /CMP/ITM/0 || コイン || CoinTestStageA || || 0 || 1
|-
| /CMP/ITM/0 || スピンドライバ、スター高さ || HayashidaTest || || 0 || 1
|-
| /CMP/GRA || 重力サンプル || || || 15 || 1
|-
| /CMP/GRA/0 || キューブ重力 || CubeGravityStageA || || 0 || 1
|-
| /CMP/GRA/0 || シリンダー重力 || CylinderGravityStageA || || 0 || 1
|-
| /CMP/GRA/0 || ディスク重力 || DiskGravityStageA || || 0 || 1
|-
| /CMP/GRA/0 || ワイヤー重力 || WireGravityStageA || || 0 || 1
|-
| /CMP/GRA/0 || 組み合わせ重力 || CombinationGravityStageA || || 0 || 1
|-
| /CMP/GRA/0 || 球内側重力 || DesertHome2Test || || 0 || 1
|-
| /CMP/GRA/0 || キューブ内側重力 || RectangularInsideTest || || 0 || 1
|-
| /CMP/GRA/0 || ディスクドーナツ(トーラス)重力 || DiskDonuts || || 0 || 1
|-
| /CMP/MAR || 地形形状 || || || 5 || 1
|-
| /CMP/MAR/0 || 平均台テストマップ || NarrowGateTest || || 0 || 1
|-
| /CMP/MAR/0 || 段差テストマップ || DekoBokoTest || || 0 || 1
|-
| /CMP/MAR/0 || まずい地形例 || WrongMapExample || || 0 || 1
|-
| /CMP/MAR/0 || 壁ジャンプテストマップ || WallJumpTestMap || || 0 || 1
|-
| /CMP/SEA || 海洋実験 || || || 8 || 1
|-
| /CMP/SEA/0 || ピーチ城 || PeachCastle || || 0 || 1
|-
| /CMP/SEA/0 || プール || SwimTest03Stage || || 0 || 1
|-
| /CMP/SEA/0 || 泳ぎ実験惑星 || SwimTest02Stage || || 0 || 1
|-
| /CMP/SEA/0 || 水の星 || MiniPlanetAqua02Stage || || 0 || 1
|-
| /CMP/PRD || 試作ステージ || || || 15 || 1
|-
| /CMP/PRD/0 || 崩落惑星 || BreakDownPlanet || || 0 || 1
|-
| /CMP/PRD/0 || ふうせんダンベル惑星 || BalloonDumbbell || || 0 || 1
|-
| /CMP/PRD/ONS || 温泉わくわく星 || || || 15 || 1
|-
| /CMP/PRD/ONS/0 || オタクイーン戦 || HotSpringPlanet || A || 0 || 1
|-
| /CMP/PRD/ONS/0 || オタクロック戦 || HotSpringPlanet || B || 0 || 1
|-
| /CMP/PRD/ONS/0 || オタキング戦 || HotSpringPlanet || C || 0 || 1
|-
| /CMP/PRD/ONS/0 || 芋煮会パーティー || HotSpringPlanet || D || 0 || 1
|-
| /CMP/PRD/ONS/0 || 水流スライダー || HotSpringPlanet || E || 0 || 1
|-
| /CMP/PRD/ONS/0 || 赤コインDPD || HotSpringPlanet || F || 0 || 1
|-
| /CMP/PRD/ONS/0 || 天空のシャイン || HotSpringPlanet || G || 0 || 1
|-
| /CMP/PRD/ONS/0 || チャレンジコース || HotSpringPlanet || H || 0 || 1
|-
| /CMP/PRD/ONS/0 || スライダーシナリオ1 || HotSpringPlanetSlider || A || 0 || 1
|-
| /CMP/PRD/ONS/0 || スライダーシナリオ2 || HotSpringPlanetSlider || B || 0 || 1
|-
| /CMP/PRD/0 || エリンギ遺跡 || Eringi || || 0 || 1
|-
| /CMP/PRD/0 || スターマンの砦 || StarManMap || || 0 || 1
|-
| /CMP/PRD/0 || どら焼き要塞 || DorayakiAndBlock || || 0 || 1
|-
| /CMP/0 || 惑星図鑑 || TsujimuraPlanetTestZone || || 0 || 1
|-
| /CMP/NewFolder || マリオ64 || || || 0 || 1
|-
| /CMP/NewFolder/0 || ピーチ城 || HosonoTest04 || || 0 || 1
|-
| /CMP/NewFolder/0 || 雪山 || TestMapD || || 0 || 1
|-
| /CMP/NewFolder/0 || ボム兵の戦場 || TestMapE || || 0 || 1
|-
| /CMP/NewFolder/0 || バッタン砦 || TestMapF || || 0 || 1
|-
| /CMP/NewFolder/0 || 洞窟 || TestMapH || || 0 || 1
|-
| /CMP/NewFolder/0 || 海賊の入り江 || HosonoTest05 || || 0 || 1
|-
| /CMP/NewFolder2 || マリオサンシャイン || || || 0 || 1
|-
| /CMP/NewFolder2/0 || リコハーバー || HosonoTest03 || || 0 || 1
|-
| /CMP/NewFolder2/0 || マーレの入り江 || HosonoTest02 || || 0 || 1
|-
| /CMP/NewFolder2/0 || ドルピックタウン || HosonoTest01 || || 0 || 1
|-
| /CMP/0 || 図鑑ステージ0 || CompleteMap0 || || 0 || 1
|-
| /CMP/0 || 図鑑ステージ1 || CompleteMap1 || || 0 || 1
|-
| /CMP/0 || スターゲットテストステージ || StarGetTest || || 0 || 1
|-
| /CMP/0 || 法線マップテストステージ || NormalMapTestStage || || 0 || 1
|-
| /CMP/0 || 最大距離テストマップ || MaxDistanceTest || || 0 || 1
|-
| /CMP/0 || メッセージテストマップ || MessageTestMap || || 0 || 1
|-
| /CMP/0 || 移動用砲台テストステージ || MarioCanonTest || || 0 || 1
|-
| /CMP/0 || エンベロープ環境投影マップ実験 || SkiningEnvMapOrViewMap || || 0 || 1
|}
Not only is this file notable as one of only few insights into the Develop build's extra functionality, it also provides names and descriptions of numerous removed maps, as well as information about early versions of retained maps, such as Sea Slide Galaxy (OceanRingGalaxy) having eight scenarios.
=== Possible image ===
[[File:E3 2007 appointment room kiosk demo screenshot by Press The Buttons - Super Mario Galaxy.png]]
This is a photo taken behind-the-scenes for E3M&BS 07 showing a Super Mario Galaxy demo build's menu for selecting stages, likely an instance of StageSelectMenu (but obviously with fewer stages to choose from than in the Develop build, and English names instead of Japanese names).
63c549d59e4e821a66b0553bf402345ea8ff156e
298
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2023-05-15T10:28:07Z
GalaxyMaster
1
/* StageSelectMenu.tbl */ LayerName!
wikitext
text/x-wiki
'''StageSelectMenu''' is a feature in Super Mario Galaxy's Develop builds that allows the player/tester to choose from a list of stages. Its existence is known from the Develop builds' symbol maps, and from [[/Debug]]/StageSelectMenu.tbl.
=== StageSelectMenu.tbl ===
{| class="wikitable mw-collapsible mw-collapsed"
! path || label || StageName || LayerName || Unknown (6DC3A6D2) || ScenarioNo
|-
| /NewFolder || ステージ || || || 0 || 1
|-
| /NewFolder/HeavensDoorGalaxy || ヘヴンズドアギャラクシー || || || 0 || 1
|-
| /NewFolder/HeavensDoorGalaxy/0 || ヘヴンズドアインサイドゾーン || HeavensDoorInsideZone || || 0 || 1
|-
| /NewFolder/HeavensDoorGalaxy/0 || ヘヴンズドア(小)ゾーン || HeavensDoorSmallZone || || 0 || 1
|-
| /NewFolder/HeavensDoorGalaxy/0 || ヘヴンズドア(中)ゾーン || HeavensDoorMiddleZone || || 0 || 1
|-
| /NewFolder/HeavensDoorGalaxy/0 || ヘヴンズドア(大)ゾーン || HeavensDoorLargeZone || || 0 || 1
|-
| /NewFolder/HeavensDoorGalaxy/0 || ヘヴンズドアミステリアスゾーン || HeavensDoorMysteriousZone || || 0 || 1
|-
| /NewFolder/NewFolder9 || トイボックス || || || 6 || 1
|-
| /NewFolder/NewFolder9/0 || ホッパーボトルゾーン || HopperBottleZone || || 0 || 1
|-
| /NewFolder/NewFolder9/0 || 嵐の海のサルベージゾーン || SeaStormPlanetZone || || 0 || 1
|-
| /NewFolder/NewFolder9/0 || 壁重力ゾーン || WallGravityZone || || 0 || 1
|-
| /NewFolder/NewFolder9/0 || メカクッパゾーン || MechanicKoopaZone || || 0 || 1
|-
| /NewFolder/NewFolder9/0 || メカキノコゾーン || MechaKinokoZone || || 0 || 1
|-
| /NewFolder/NewFolder9/0 || ミニメカクッパゾーン || MiniMechanicKoopaZone || || 0 || 1
|-
| /NewFolder/NewFolder9/0 || ファクトリー内部ゾーン || FactoryInsideZone || || 0 || 1
|-
| /NewFolder/NewFolder9/0 || ドンケツゾーン || DonketuZone || || 0 || 1
|-
| /NewFolder/NewFolder9/0 || スペースステーションゾーン || SpaceStationZone || || 0 || 1
|-
| /NewFolder/NewFolder9/0 || クルーズDPDゾーン || CruiseDPDZone || || 0 || 1
|-
| /NewFolder/NewFolder9/0 || スイーツアステロイドゾーン || SweetsAsteroidZone || || 0 || 1
|-
| /NewFolder/NewFolder9/0 || チョコンベヤーゾーン || ChoconveyorZone || || 0 || 1
|-
| /NewFolder/NewFolder9/0 || トイファクトリーギャラクシー || FactoryGalaxy || || 0 || 1
|-
| /NewFolder/NewFolder9/0 || バースデーケーキゾーン || BirthdayCakeZone || || 0 || 1
|-
| /NewFolder/NewFolder7 || 天文台外側 || || || 0 || 1
|-
| /NewFolder/NewFolder7/0 || シナリオ1 || AstroGalaxy || || 0 || 1
|-
| /NewFolder/NewFolder7/0 || シナリオ2 || AstroGalaxy || || 0 || 2
|-
| /NewFolder/NewFolder7/0 || シナリオ3 || AstroGalaxy || || 0 || 3
|-
| /NewFolder/NewFolder7/0 || シナリオ4 || AstroGalaxy || D || 0 || 4
|-
| /NewFolder/0 || 図書室 || LibraryRoom || || 0 || 1
|-
| /NewFolder/0 || 天文ドーム || AstroDome || || 0 || 1
|-
| /NewFolder/0 || ピーチ城前庭 || PeachCastleGardenGalaxy || || 0 || 1
|-
| /NewFolder/0 || ピーチ城・最終 || PeachCastleFinalGalaxy || || 0 || 1
|-
| /NewFolder/0 || 旧ピーチ城前庭 || HosonoTest04 || || 0 || 1
|-
| /NewFolder/0 || 天文台惑星 || AstroHomeZone || || 0 || 1
|-
| /NewFolder/NewFolder6 || エッグプラネット || || || 0 || 1
|-
| /NewFolder/NewFolder6/0 || 球状内部ゾーン || SphereInsideZone || || 0 || 1
|-
| /NewFolder/NewFolder6/0 || 二隻の海賊船ゾーン || OceanTwinPiratesZone || || 0 || 1
|-
| /NewFolder/NewFolder6/0 || ツインフォールレイクゾーン || TwinFallLakeZone || || 0 || 1
|-
| /NewFolder/NewFolder6/0 || そら豆惑星ゾーン || SoramameZone || || 0 || 1
|-
| /NewFolder/NewFolder6/0 || わたげ星ゾーン || PuffballZone || || 0 || 1
|-
| /NewFolder/NewFolder6/0 || ココツインゾーン || CoCoTwinZone || || 0 || 1
|-
| /NewFolder/NewFolder6/0 || スターエッグロードゾーン || StarEggRoadZone || || 0 || 1
|-
| /NewFolder/NewFolder6/0 || スター惑星ゾーン || BlueStarZone || || 0 || 1
|-
| /NewFolder/NewFolder6/0 || タンポポが丘ゾーン || DandelionHillZone || || 0 || 1
|-
| /NewFolder/NewFolder6/0 || ディスクガーデンゾーン || DiskGardenZone || || 0 || 1
|-
| /NewFolder/NewFolder6/0 || ディノパックン戦ゾーン || DinoPakkunBattleZone || || 0 || 1
|-
| /NewFolder/NewFolder6/0 || ドラヤキ要塞ゾーン || DorayakiFortressZone || || 0 || 1
|-
| /NewFolder/NewFolder6/0 || ハテナ花畑ゾーン || QuestionFlowerGardenZone || || 0 || 1
|-
| /NewFolder/NewFolder6/0 || ピーナッツ惑星ゾーン || PeanutZone || || 0 || 1
|-
| /NewFolder/NewFolder6/0 || ミスティックタワーゾーン || ReverseGravityTowerZone || || 0 || 1
|-
| /NewFolder/NewFolder6/0 || 星くずの丘ゾーン || StardustHillZone || || 0 || 1
|-
| /NewFolder/NewFolder6/0 || 草むら双子惑星ゾーン || GlassyTwinsPlanetZone || || 0 || 1
|-
| /NewFolder/NewFolder2 || ハニービーキングダム || || || 0 || 1
|-
| /NewFolder/NewFolder2/Zone || ゾーン || || || 0 || 1
|-
| /NewFolder/NewFolder2/Zone/0 || ハチの崖ゾーン || BeeCliffZone || || 0 || 1
|-
| /NewFolder/NewFolder2/Zone/0 || フラワーロードゾーン || FlowerRoadZone || || 0 || 1
|-
| /NewFolder/NewFolder2/Zone/0 || マザーハッチーゾーン || MotherBeeZone || || 0 || 1
|-
| /NewFolder/NewFolder2/Zone/0 || カベのぼりEX(A)ゾーン || WallClimbEXAZone || || 0 || 1
|-
| /NewFolder/NewFolder2/Zone/0 || カベのぼりEX(B)ゾーン || WallClimbEXBZone || || 0 || 1
|-
| /NewFolder/NewFolder2/Zone/0 || カベのぼりEX(C)ゾーン || WallClimbEXCZone || || 0 || 1
|-
| /NewFolder/0 || チャレンジサーフィン || SurfingLv1Galaxy || || 0 || 1
|-
| /NewFolder/NewFolder10 || スターダスト || || || 0 || 1
|-
| /NewFolder/NewFolder10/0 || スターダスト || StarDustGalaxy || || 0 || 1
|-
| /NewFolder/NewFolder10/0 || まゆEX || CocoonEXZone || || 0 || 1
|-
| /NewFolder/BSG || バトルシップ || || || 0 || 1
|-
| /NewFolder/BSG/0 || [シナリオ1] || BattleShipGalaxy || || 0 || 1
|-
| /NewFolder/BSG/0 || [シナリオ2] || BattleShipGalaxy || || 0 || 2
|-
| /NewFolder/BSG/0 || [シナリオ3] || BattleShipGalaxy || || 0 || 3
|-
| /NewFolder/BSG/BSZ || ゾーン || || || 0 || 1
|-
| /NewFolder/BSG/BSZ/0 || 対巨大要塞ゾーン || VsHugeBattleShipZone || A || 0 || 1
|-
| /NewFolder/BSG/BSZ/0 || 分子構造惑星ゾーン || BombheiLectureZone || A || 0 || 1
|-
| /NewFolder/BSG/BSZ/0 || 宇宙機雷Gキャプチャーゾーン || SpaceMineGCaptureZone || A || 0 || 1
|-
| /NewFolder/BSG/BSZ/0 || 要塞内部移動用砲台ゾーン || MarioLancherLecture3Zone || A || 0 || 1
|-
| /NewFolder/BSG/BSZ/0 || 移動用砲台楕円惑星ゾーン || MarioLancherLecture2Zone || A || 0 || 1
|-
| /NewFolder/BSG/BSZ/0 || 要塞内部重力反転ゾーン || UfoGravityTurnOverZone || A || 0 || 3
|-
| /NewFolder/BSG/BSZ/0 || 要塞内部ジャンプビーマーゾーン || FortressJumpBeamerZone || A || 0 || 3
|-
| /NewFolder/BSG/BSZ/0 || 球状穴ぼこキラーゾーン || BattleShipKillerPlanetZone\StageData || A || 0 || 1
|-
| /NewFolder/BSG/BSZ/0 || トライレッグボスゾーン || TriPodBossZone || A || 0 || 3
|-
| /NewFolder/BSG/BSZ/0 || 要塞タイムアタックゾーン || BombTimeAttackZone || A || 0 || 1
|-
| /NewFolder/BSG/BSS || 試作 || || || 0 || 1
|-
| /NewFolder/BSG/BSS/0 || 対要塞試作00ゾーン || VsHugeBattleShipT00Zone || A || 0 || 1
|-
| /NewFolder/BSG/BSS/0 || 要塞内部ジャンプガーダーゾーン || BattleShipJumpGuarderZone || A || 0 || 3
|-
| /NewFolder/BSG/BSS/0 || UFOジャンプガーダー2ゾーン || UfoJumpGuarderZone || C || 0 || 3
|-
| /NewFolder/BSG/BSS/0 || UFOベーゴマンゾーン || UfoBegomanZone || C || 0 || 3
|-
| /NewFolder/BSG/BSS/0 || 林田ギャラクシー || BattleShipGalaxyTrial || || 0 || 1
|-
| /NewFolder/BSG/BSS/0 || ジャンプガーターゾーン || UfoInside1Zone || C || 0 || 3
|-
| /NewFolder/BSG/BSS/0 || Y字惑星ゾーン || YShapePlanetZone || || 0 || 3
|-
| /NewFolder/BSG/BSS/0 || UFOツキダシクンゾーン || UfoTsukidashiKunZone || || 0 || 3
|-
| /NewFolder/BSG/BSS/0 || UFOジライラゾーン || UfoJirairaZone || || 0 || 3
|-
| /NewFolder/BSG/BSS/0 || 球状キラーゾーン || SubordineteGamilassZone || || 0 || 3
|-
| /NewFolder/BSG/BSS/0 || ボム兵レクチャー || BombheiLectureOld1Zone || || 0 || 1
|-
| /NewFolder/BSG/BSS/0 || 移動用砲台レクチャー || MarioLancherLectureZone || || 0 || 1
|-
| /NewFolder/BSG/BSS/0 || 戦艦内部 || HugeUfoInsideZone || || 0 || 3
|-
| /NewFolder/BSG/BSS/0 || トライアングルUFO || TriangleUfoZone || || 0 || 1
|-
| /NewFolder/0 || ■クッパ戦1 || HosonoTest04 || || 0 || 1
|-
| /NewFolder/0 || ウインドガーデン || CosmosGardenGalaxy || || 0 || 1
|-
| /NewFolder/NewFolder22 || アイスボルケーノ || || || 0 || 1
|-
| /NewFolder/NewFolder22/0 || アイスボルケーノギャラクシー || IceVolcanoGalaxy || || 0 || 1
|-
| /NewFolder/NewFolder22/NewFolder || ゾーン || || || 0 || 1
|-
| /NewFolder/NewFolder22/NewFolder/0 || 雪溶かしゲーム || YukidarumaZone || || 0 || 1
|-
| /NewFolder/NewFolder22/NewFolder/0 || アステロイドベルトゾーン || AsteroidBeltZone || || 0 || 1
|-
| /NewFolder/NewFolder22/NewFolder/0 || アイスリングAゾーンシナリオ1 || IceRingAZone || A || 0 || 1
|-
| /NewFolder/NewFolder22/NewFolder/0 || アイスリングAゾーンシナリオ2 || IceRingAZone || B || 0 || 2
|-
| /NewFolder/NewFolder22/NewFolder/0 || アイスリングBゾーンシナリオ3 || IceRingBZone || || 0 || 3
|-
| /NewFolder/NewFolder22/NewFolder/0 || みちひき惑星 || IceMichihikiZone || A || 0 || 1
|-
| /NewFolder/NewFolder22/NewFolder/0 || スノーカプセルゾーン || SnowCapsuleZone || A || 0 || 1
|-
| /NewFolder/NewFolder22/NewFolder/0 || 溶岩サンドイッチテスト || Sandwich || || 0 || 1
|-
| /NewFolder/NewFolder22/NewFolder/0 || アイス溶岩島ゾーン || IceLavaIslandZone || || 0 || 1
|-
| /NewFolder/NewFolder22/NewFolder/0 || アイスネタテスト || IceHomeTestZone || A || 0 || 1
|-
| /NewFolder/NewFolder22/NewFolder/0 || ファイアマリオネタテスト || IceHomeTest2Zone || || 0 || 1
|-
| /NewFolder/NewFolder22/NewFolder/0 || 三角プレートゾーン || FallTriangleZone || || 0 || 1
|-
| /NewFolder/NewFolder22/NewFolder/0 || 流氷ゾーン || DriftIceZone || || 0 || 1
|-
| /NewFolder/NewFolder22/NewFolder/0 || マウンテン || IceMountainZone || A || 0 || 1
|-
| /NewFolder/NewFolder22/NewFolder/0 || 氷土管迷路ゾーン || IceMazeWithPipeZone || || 0 || 1
|-
| /NewFolder/NewFolder22/NewFolder/0 || ボルケーノプラネット || VolcanoPlanetZone || A || 0 || 1
|-
| /NewFolder/0 || ファントム || PhantomGalaxy || || 0 || 1
|-
| /NewFolder/NewFolder8 || サンドアイランド || || || 0 || 1
|-
| /NewFolder/NewFolder8/0 || サンドアイランドギャラクシー || SandClockGalaxy || || 0 || 1
|-
| /NewFolder/NewFolder8/Desert || ゾーン || || || 0 || 1
|-
| /NewFolder/NewFolder8/Desert/0 || 流砂2Dゾーン || QuickSand2DZone || || 0 || 1
|-
| /NewFolder/NewFolder8/Desert/0 || 砂タワーゾーン || SandTowerZone || || 0 || 1
|-
| /NewFolder/NewFolder8/Desert/0 || 砂ストリームゾーン || SandStreamZone || || 0 || 1
|-
| /NewFolder/NewFolder8/Desert/0 || 砂川ゾーン || SandRiverZone || || 0 || 1
|-
| /NewFolder/NewFolder8/Desert/0 || 砂アップダウンゾーン1 || SandUpDownZone || A || 0 || 1
|-
| /NewFolder/NewFolder8/Desert/0 || 砂アップダウンゾーン2 || SandUpDownZone || B || 0 || 1
|-
| /NewFolder/NewFolder8/Desert/0 || 砂島サンボゾーン || SandIslandSamboZone || || 0 || 1
|-
| /NewFolder/NewFolder8/Desert/0 || サンボキューブゾーン || SamboCubeZone || || 0 || 1
|-
| /NewFolder/NewFolder8/Desert/0 || 砂漠ディスクゾーン || DesertDiskZone || || 0 || 1
|-
| /NewFolder/NewFolder8/Desert/0 || 砂対流ゾーン || DesertConvectionZone || || 0 || 1
|-
| /NewFolder/NewFolder8/Desert/0 || 砂時計ゾーン || SandGlassZone || || 0 || 1
|-
| /NewFolder/NewFolder8/Desert/0 || 塔内部ゾーン || DesertInsideZone || || 0 || 1
|-
| /NewFolder/NewFolder8/Desert/0 || デザートワームゾーン || DesertWormZone || || 0 || 1
|-
| /NewFolder/NewFolder8/Desert/0 || ココポイハナゾーン || CocoPoihanaZone || || 0 || 1
|-
| /NewFolder/NewFolder8/Desert/0 || デザートオタキングゾーン || DesertOtakingZone || || 0 || 1
|-
| /NewFolder/NewFolder || ダンジョンケイブ || || || 0 || 1
|-
| /NewFolder/NewFolder/0 || [シナリオ1]幽霊船の呪術師をたおせ! || OceanPhantomCaveGalaxy || A || 0 || 1
|-
| /NewFolder/NewFolder/0 || [シナリオ2]ガケの上の宝箱 || OceanPhantomCaveGalaxy || B || 0 || 2
|-
| /NewFolder/NewFolder/0 || [シナリオ3]帰ってきた海のギャング || OceanPhantomCaveGalaxy || C || 0 || 3
|-
| /NewFolder/NewFolder/0 || [シナリオ4]海底トンネルの秘宝 || OceanPhantomCaveGalaxy || D || 0 || 4
|-
| /NewFolder/NewFolder/0 || [シナリオ5]J字惑星のスター || OceanPhantomCaveGalaxy || E || 0 || 5
|-
| /NewFolder/NewFolder/0 || [シナリオ6]月とウサギと亀 || OceanPhantomCaveGalaxy || F || 0 || 6
|-
| /NewFolder/OCN || オーシャンリング || || || 0 || 1
|-
| /NewFolder/OCN/0 || [シナリオ1]海の中の木箱 || OceanRingGalaxy || || 0 || 1
|-
| /NewFolder/OCN/0 || [シナリオ2]ひかるコウラをさがせ! || OceanRingGalaxy || || 0 || 2
|-
| /NewFolder/OCN/0 || [シナリオ3]シャッチーリング || OceanRingGalaxy || || 0 || 3
|-
| /NewFolder/OCN/0 || [シナリオ4]ペンギンレース || OceanRingGalaxy || || 0 || 4
|-
| /NewFolder/OCN/0 || [シナリオ5]イエローチップ || OceanRingGalaxy || || 0 || 5
|-
| /NewFolder/OCN/0 || [シナリオ6]ガケ裏の宝箱 || OceanRingGalaxy || || 0 || 6
|-
| /NewFolder/OCN/0 || [シナリオ7]ブッシュポンプのナゾ || OceanRingGalaxy || || 0 || 7
|-
| /NewFolder/OCN/0 || [シナリオ8]マングローブのスター || OceanRingGalaxy || || 0 || 8
|-
| /NewFolder/TomorrowKingdom || オータムウッズ || || || 0 || 1
|-
| /NewFolder/TomorrowKingdom/NewFolder || ゾーン || || || 0 || 1
|-
| /NewFolder/TomorrowKingdom/NewFolder/0 || リバースフォレストホームゾーン || ReverseForestHomeZone || || 0 || 1
|-
| /NewFolder/CFGA || キャノンフリート || || || 0 || 1
|-
| /NewFolder/CFGA/0 || [シナリオ1] || CannonFleetGalaxy || || 0 || 1
|-
| /NewFolder/CFGA/0 || [シナリオ2] || CannonFleetGalaxy || || 0 || 2
|-
| /NewFolder/CFGA/0 || [シナリオ3] || CannonFleetGalaxy || || 0 || 3
|-
| /NewFolder/CFGA/CFGZ || ゾーン || || || 0 || 1
|-
| /NewFolder/CFGA/CFGZ/0 || ビーマーラッシュゾーン || BeamerRushZone || A || 0 || 1
|-
| /NewFolder/CFGA/CFGZ/0 || ボムタイムアタック2 || BombTimeAttack2Zone || A || 0 || 1
|-
| /NewFolder/CFGA/CFGZ/0 || ベーゴマン連星 || UfoBegomanChainedPlanetZone || A || 0 || 1
|-
| /NewFolder/CFGA/CFGZ/0 || キャノン弾Gキャプチャー || CannonGCaptureZone || A || 0 || 1
|-
| /NewFolder/CFGA/CFGZ/0 || 絶壁登りゾーン || FortressCliffClimbZone || A || 0 || 1
|-
| /NewFolder/CFGA/CFGZ/0 || 電撃ビリビリUFO || ElectricUfoZone || A || 0 || 1
|-
| /NewFolder/CFGA/CFGZ/0 || ねじまき船団 || ScrewFleetZone || A || 0 || 1
|-
| /NewFolder/CFGA/CFGZ/0 || 2D重力回転ゾーン || CanonTurnOverZone || A || 0 || 3
|-
| /NewFolder/CFGA/CFGZ/0 || 対巨大要塞レベル2ゾーン || VsHugeBattleShipLv2Zone || A || 0 || 2
|-
| /NewFolder/CFGA/CFGZ/0 || ビームガン連星 || UfoBegomanChainedPlanetZone || A || 0 || 3
|-
| /NewFolder/CFGA/CNF || 試作 || || || 0 || 1
|-
| /NewFolder/CFGA/CNF/0 || 穴ぼこレーザー惑星 || LaserPotholePlanetZone || A || 0 || 1
|-
| /NewFolder/CFGA/CNF/0 || 巨大レーザー砲 || HugeLaserCannonZone || A || 0 || 1
|-
| /NewFolder/CFGA/CNF/0 || ボスベーゴマン試作01 || ElectricUfoTest01Zone || A || 0 || 1
|-
| /NewFolder/CFGA/CNF/0 || ボスベーゴマン試作02 || ElectricUfoTest02Zone || A || 0 || 1
|-
| /NewFolder/CFGA/CNF/0 || ボスベーゴマン試作03 || ElectricUfoTest03Zone || A || 0 || 1
|-
| /NewFolder/CFGA/CNF/0 || ボスベーゴマン試作04 || ElectricUfoTest04Zone || A || 0 || 1
|-
| /NewFolder/CFGA/CNF/0 || ジライラホッパーゾーン || JirairaHopperOrgZone || || 0 || 1
|-
| /NewFolder/CFGA/CNF/0 || ビーマーラッシュ || BeamerRushZone || || 0 || 1
|-
| /NewFolder/CFGA/CNF/0 || 移動用砲台迷路試作その1 || LauncherMazeOld1Zone || A || 0 || 1
|-
| /NewFolder/CFGA/CNF/0 || ベーゴマンダンベル惑星 || DumbbellBegomanPlanetZone || A || 0 || 1
|-
| /NewFolder/CFGA/CNF/0 || レーザーどら焼き惑星 || LaserDorayakiPlanetZone || A || 0 || 1
|-
| /NewFolder/CFGA/CNF/0 || 巨大レーザー砲 || HugeLaserCannonZone || A || 0 || 1
|-
| /NewFolder/CFGA/CNF/0 || 無敵ダッシュ || IkkakuTimeAttackZone || || 0 || 1
|-
| /NewFolder/CFGA/CNF/0 || キャノンフリートホーム || CannonFleetHomeZone || || 0 || 1
|-
| /NewFolder/0 || ■クッパ戦2 || HosonoTest04 || || 0 || 1
|-
| /NewFolder/FLG || フローターランド || || || 16 || 1
|-
| /NewFolder/FLG/0 || [シナリオ1] || OceanFloaterLandGalaxy || || 0 || 1
|-
| /NewFolder/FLG/0 || [シナリオ2] || OceanFloaterLandGalaxy || || 0 || 2
|-
| /NewFolder/FLG/0 || [シナリオ3] || OceanFloaterLandGalaxy || || 0 || 3
|-
| /NewFolder/FLG/OFLG || ゾーン || || || 15 || 1
|-
| /NewFolder/FLG/OFLG/0 || 水殻惑星 || WaterShellZone || || 0 || 1
|-
| /NewFolder/FLG/OFLG/0 || プクプクガンボル惑星 || PukupukuGambolZone || || 0 || 1
|-
| /NewFolder/FLG/OFLG/0 || 海底火山惑星 || SubmarineVolcanoPlanetZone || || 0 || 1
|-
| /NewFolder/FLG/OFLG/0 || オーシャンチャーチ惑星 || OceanChurchZone || || 0 || 1
|-
| /NewFolder/FLG/OFLG/0 || フローターランド惑星 || FloaterLandZone || || 0 || 1
|-
| /NewFolder/HPG || ヘルプロミネンス || || || 0 || 1
|-
| /NewFolder/HPG/0 || [シナリオ1] || HellProminenceGalaxy || || 0 || 1
|-
| /NewFolder/HPG/0 || [シナリオ2] || HellProminenceGalaxy || || 0 || 2
|-
| /NewFolder/HPG/0 || [シナリオ3] || HellProminenceGalaxy || || 0 || 3
|-
| /NewFolder/HPG/YZN || 各ゾーン || || || 10 || 1
|-
| /NewFolder/HPG/YZN/0 || メラメラ全滅惑星 || ExterminateMerameraPlanetZone || A || 0 || 1
|-
| /NewFolder/HPG/YZN/0 || C型ドッスン惑星 || HellTypeCDossunPlanetZone || A || 0 || 3
|-
| /NewFolder/HPG/YZN/0 || マグマライジングゾーン || HellMagmaRisingZone || A || 0 || 2
|-
| /NewFolder/HPG/YZN/0 || ディノパックンLv2 || DinoPackunBattleLv2Zone || A || 0 || 3
|-
| /NewFolder/HPG/YZN/0 || ヘルホーム:シナリオ1 || HellHomeZone || A || 0 || 1
|-
| /NewFolder/HPG/YZN/0 || ヘルホーム:シナリオ2 || HellHomeZone || B || 0 || 2
|-
| /NewFolder/HPG/YZN/0 || ヘルホーム:シナリオ3 || HellHomeZone || C || 0 || 3
|-
| /NewFolder/HPG/YZN/0 || ヘルGキャプチャーゾーン || HellGcapZone || A || 0 || 1
|-
| /NewFolder/HPG/YZN/0 || ヘル崩落回廊ゾーン || HellLavaFloatingZone || A || 0 || 1
|-
| /NewFolder/HPG/YZN/0 || ヘルメテオゾーン || HellMeteoZone || A || 0 || 1
|-
| /NewFolder/HPG/YZN/0 || 回転地面2D惑星 || HellRotateGround2DPlanetZone || A || 0 || 3
|-
| /NewFolder/HPG/YZN/0 || ヘルJ字キラー惑星 || HellJKillerZone || A || 0 || 1
|-
| /NewFolder/HPG/YZN/0 || ヘル貝殻惑星 || HellShellZone || A || 0 || 1
|-
| /NewFolder/HPG/YZN/0 || ヘル溶岩半球惑星 || HellPoolBZone || A || 0 || 1
|-
| /NewFolder/HPG/YZN/0 || ヘル溶岩回転惑星 || HellPoolAZone || A || 0 || 1
|-
| /NewFolder/HPG/HPS || 試作 || || || 0 || 1
|-
| /NewFolder/HPG/HPS/0 || 元祖溶岩ギャラクシー || LavaGalaxy || || 0 || 1
|-
| /NewFolder/HPG/HPS/0 || 溶岩メテオ || LavaMeteoZone || || 0 || 1
|-
| /NewFolder/HPG/HPS/0 || 崩落回廊ゾーン || LavaFloatingZone || || 0 || 1
|-
| /NewFolder/HPG/HPS/0 || J字キラー惑星 || JKillerStageZone || || 0 || 1
|-
| /NewFolder/HPG/HPS/0 || 貝殻惑星 || ShellLavaZone || || 0 || 1
|-
| /NewFolder/HPG/HPS/0 || 溶岩回転惑星 || LavaPoolAZone || || 0 || 1
|-
| /NewFolder/HPG/HPS/0 || 溶岩半球惑星 || LavaPoolBZone || || 0 || 1
|-
| /NewFolder/HPG/HPS/0 || Gキャプチャーゾーン || LavaGcapBZone || || 0 || 1
|-
| /NewFolder/HPG/HPS/0 || 溶岩ホーム || LavaHomeZone || || 0 || 1
|-
| /NewFolder/0 || オーロラフロスト || IceGalaxy || || 0 || 1
|-
| /NewFolder/0 || エルデザート || DesertGalaxy || || 0 || 1
|-
| /NewFolder/0 || メックプラント || FactoryGalaxy || || 0 || 1
|-
| /NewFolder/NewFolder4 || マグマコロシアム || || || 0 || 1
|-
| /NewFolder/NewFolder4/0 || マグマコロシアム(溶岩2) || LavaGalaxy || || 0 || 1
|-
| /NewFolder/NewFolder4/NewFolder || 各ゾーン || || || 0 || 1
|-
| /NewFolder/NewFolder4/NewFolder/0 || フローターオタキング試作 || FloaterOtakingTest || || 0 || 1
|-
| /NewFolder/NewFolder3 || ダークレインボー || || || 0 || 1
|-
| /NewFolder/NewFolder3/0 || ダークレインボー || DarkRainbowGalaxy || || 0 || 1
|-
| /NewFolder/0 || ■クッパ戦3 || HosonoTest04 || || 0 || 1
|-
| /NewFolder/ || テレサマリオ2DEx || || || 0 || 1
|-
| /NewFolder/0 || テレサマリオ2Dレースゾーン || TeresaMario2DRaceZone || || 0 || 1
|-
| /NewFolder/0 || テレサ2Dゾーン || Teresa2DZone || || 0 || 1
|-
| /NewFolder/NewFolder5 || ハニークライム || || || 0 || 1
|-
| /NewFolder/NewFolder5/0 || ハニービーExギャラクシー || HoneyBeeExGalaxy || || 0 || 1
|-
| /NewFolder/NewFolder5/NewFolder || 各ゾーン || || || 0 || 1
|-
| /NewFolder/NewFolder5/NewFolder/0 || カベのぼりEx(A)ゾーン || WallClimbExAZone || || 0 || 1
|-
| /NewFolder/NewFolder5/NewFolder/0 || カベのぼりEx(B)ゾーン || WallClimbExBZone || || 0 || 1
|-
| /NewFolder/NewFolder5/NewFolder/0 || カベのぼりEx(C)ゾーン || WallClimbExCZone || || 0 || 1
|-
| /NewFolder/TamakoroExLv1Galaxy || トライアルボール || || || 0 || 1
|-
| /NewFolder/TamakoroExLv1Galaxy/0 || タマコロExLv1ギャラクシー || TamakoroExLv1Galaxy || || 0 || 1
|-
| /NewFolder/TamakoroExLv1Galaxy/NewFolder || 各ゾーン || || || 0 || 1
|-
| /NewFolder/TamakoroExLv1Galaxy/NewFolder/0 || タマコロEx(A)ゾーン || TamakoroExAZone || || 0 || 1
|-
| /NewFolder/TamakoroExLv2Galaxy || チャレンジボール || || || 0 || 1
|-
| /NewFolder/TamakoroExLv2Galaxy/0 || タマコロExLv2ギャラクシー || TamakoroExLv2Galaxy || || 0 || 1
|-
| /NewFolder/TamakoroExLv2Galaxy/NewFolder || 各ゾーン || || || 0 || 1
|-
| /NewFolder/TamakoroExLv2Galaxy/NewFolder/0 || タマコロEx(B)ゾーン || TamakoroExBZone || || 0 || 1
|-
| /NewFolder/NewFolder11 || トライアルバブル || || || 0 || 1
|-
| /NewFolder/NewFolder11/0 || キューブあわExLv1ギャラクシー || CubeBubbleExLv1Galaxy || || 0 || 1
|-
| /NewFolder/NewFolder11/NewFolder || 各ゾーン || || || 0 || 1
|-
| /NewFolder/NewFolder11/NewFolder/0 || あわEX(A) || CubeBubbleExAZone || || 0 || 1
|-
| /NewFolder/NewFolder11/NewFolder/0 || あわEX(D) || CubeBubbleExDZone || || 0 || 1
|-
| /NewFolder/NewFolder12 || チャレンジバブル || || || 0 || 1
|-
| /NewFolder/NewFolder12/0 || キューブあわExLv2ギャラクシー || CubeBubbleExLv2Galaxy || || 0 || 1
|-
| /NewFolder/NewFolder12/NewFolder || 各ゾーン || || || 0 || 1
|-
| /NewFolder/NewFolder12/NewFolder/0 || あわEx(B)ゾーン || CubeBubbleExBZone || || 0 || 1
|-
| /NewFolder/NewFolder12/NewFolder/0 || あわEx(C)ゾーン || CubeBubbleExCZone || || 0 || 1
|-
| /NewFolder/NewFolder13 || 過去のギャラクシー || || || 0 || 1
|-
| /NewFolder/NewFolder13/0 || 旧溶岩ギャラクシー || LavaGalaxy || || 0 || 1
|-
| /NewFolder/NewFolder13/0 || 旧天文台外側 || AstroGalaxyOld || || 0 || 1
|-
| /NewFolder/NewFolder13/0 || E3ギャラクシー || GalaxyStage || || 0 || 1
|-
| /PLA || プランナー試作 || || || 10 || 1
|-
| /PLA/KZM || 小泉 || || || 15 || 1
|-
| /PLA/KZM/0 || テレサレース実験 || TeresaMario2DTMPGalaxy || || 0 || 1
|-
| /PLA/KZM/0 || 旧ヘブンリービーチ || WaterHomeZone || || 0 || 1
|-
| /PLA/KZM/0 || 旧オーシャンリング || OceanRingOldZone || || 0 || 1
|-
| /PLA/KZM/0 || 旧フローターランド || KozWaterMapAZone || || 0 || 1
|-
| /PLA/KZM/0 || 旧海底火山惑星 || SeaVolcanoZone || || 0 || 1
|-
| /PLA/KZM/0 || 旧幽霊船の洞窟 || KozWaterMapBZone || || 0 || 1
|-
| /PLA/KZM/0 || 旧鉄砲水惑星 || BallBallZone || || 0 || 1
|-
| /PLA/KZM/0 || 旧海洋惑星実験C || KozWaterMapCZone || || 0 || 1
|-
| /PLA/KZM/0 || 旧海底火山惑星 || SeaVolcanoZone || || 0 || 1
|-
| /PLA/KZM/0 || 小泉テスト(塔実験) || KoizumiTest || || 0 || 1
|-
| /PLA/KZM/0 || 小泉テスト2(プレイヤー調整用) || KoizumiTest2 || || 0 || 1
|-
| /PLA/KZM/0 || 小泉テスト3(クモ実験) || KoizumiTest3 || || 0 || 1
|-
| /PLA/KZM/0 || 小泉テスト4(湖) || KoizumiTest4 || || 0 || 1
|-
| /PLA/KZM/0 || 小泉テスト5(タマコロステーション) || KoizumiTest5 || || 0 || 1
|-
| /PLA/KZM/0 || 小泉テスト6(たんぽぽが丘実験) || KoizumiTest6 || || 0 || 1
|-
| /PLA/KZM/0 || BattleMap || BattleMap || || 0 || 1
|-
| /PLA/KZM/0 || BattleMap2 || BattleMap2 || || 0 || 1
|-
| /PLA/HYD || 林田 || || || 5 || 1
|-
| /PLA/HYD/PhantomGalaxy || ファントムギャラクシー || || || 0 || 1
|-
| /PLA/HYD/PhantomGalaxy/0 || ファントムギャラクシー || PhantomGalaxy || || 0 || 1
|-
| /PLA/HYD/PhantomGalaxy/0 || Gキャプチャーチュートリアルゾーン || GCaptureTutorialZone || || 0 || 1
|-
| /PLA/HYD/PhantomGalaxy/0 || 旧ファントムギャラクシー || PhantomGalaxyOld || || 0 || 1
|-
| /PLA/HYD/NewFolder3 || フォレストギャラクシー || || || 0 || 1
|-
| /PLA/HYD/NewFolder3/0 || フォレストギャラクシー || ForestGalaxy || || 0 || 1
|-
| /PLA/HYD/NewFolder3/0 || フォレストホームゾーン || ForestHomeZone || || 0 || 1
|-
| /PLA/HYD/NewFolder3/0 || エリンギプラネットゾーン || EringiPlanetZone || || 0 || 1
|-
| /PLA/HYD/NewFolder3/0 || 花咲く惑星イメージ || FlowerPlanetZone || || 0 || 1
|-
| /PLA/HYD/Desert || 砂漠ギャラクシー || || || 0 || 1
|-
| /PLA/HYD/Desert/0 || 砂漠ギャラクシー || DesertGalaxy || || 0 || 1
|-
| /PLA/HYD/Desert/NewFolder || テスト || || || 0 || 1
|-
| /PLA/HYD/Desert/NewFolder/0 || 砂漠ホームテスト1 || DesertHomeTest || || 0 || 1
|-
| /PLA/HYD/Desert/NewFolder/0 || 砂漠ホームテスト2 || DesertHomeTest2 || || 0 || 1
|-
| /PLA/HYD/Desert/NewFolder/0 || 砂漠ホームテスト3 || DesertHome3Test || || 0 || 1
|-
| /PLA/HYD/NewFolder2 || アイスギャラクシー || || || 0 || 1
|-
| /PLA/HYD/NewFolder2/0 || アイスギャラクシー || IceGalaxy || || 0 || 1
|-
| /PLA/HYD/NewFolder2/NewFolder || ゾーン || || || 0 || 1
|-
| /PLA/HYD/NewFolder2/NewFolder/0 || アイスネタテスト || IceHomeTestZone || || 0 || 1
|-
| /PLA/HYD/NewFolder2/NewFolder/0 || ファイアマリオネタテスト || IceHomeTest2Zone || || 0 || 1
|-
| /PLA/HYD/NewFolder2/NewFolder/0 || 三角プレートゾーン || FallTriangleZone || || 0 || 1
|-
| /PLA/HYD/NewFolder2/NewFolder/0 || 流氷ゾーン || DriftIceZone || || 0 || 1
|-
| /PLA/HYD/NewFolder2/NewFolder/0 || 氷土管迷路ゾーン || IceMazeWithPipeZone || || 0 || 1
|-
| /PLA/HYD/FCT || ファクトリーギャラクシー || || || 5 || 1
|-
| /PLA/HYD/FCT/0 || ファクトリーギャラクシー || FactoryGalaxy || || 0 || 1
|-
| /PLA/HYD/FCT/FCT || ゾーン || || || 0 || 1
|-
| /PLA/HYD/FCT/FCT/0 || スペースステーションゾーン || SpaceStationZone || || 0 || 1
|-
| /PLA/HYD/FCT/FCT/0 || 壁重力ゾーン || WallGravityZone || || 0 || 1
|-
| /PLA/HYD/FCT/FCT/0 || メカキノコゾーン || MechaKinokoZone || || 0 || 1
|-
| /PLA/HYD/FCT/FCT/0 || ドンケツゾーン || DonketuZone || || 0 || 1
|-
| /PLA/HYD/FCT/FCT/0 || クルーズDPDゾーン || CruiseDPDZone || || 0 || 1
|-
| /PLA/HYD/FCT/FCT/0 || クッキー工場ゾーン || CookieFactoryZone || || 0 || 1
|-
| /PLA/HYD/FCT/FCT/0 || ファクトリー内部ゾーン || FactoryInsideZone || || 0 || 1
|-
| /PLA/HYD/FCT/0 || 玉コロドンケツファクトリー1面 || FactoryStar || A || 0 || 1
|-
| /PLA/HYD/FCT/0 || 玉コロドンケツファクトリー2面以降 || FactoryStar || B || 0 || 1
|-
| /PLA/HYD/BSG || バトルシップギャラクシー || || || 5 || 1
|-
| /PLA/HYD/BSG/0 || ★バトルシップギャラクシー || BattleShipGalaxy || || 0 || 1
|-
| /PLA/HYD/BSG/0 || 移動用砲台チュートリアルゾーン || CanonTutorialZone || || 0 || 1
|-
| /PLA/HYD/BSG/0 || 穴ぼこキラー惑星ゾーン || HoleAndKillerPlanetZone || || 0 || 1
|-
| /PLA/HYD/BSG/0 || トライポッドボス惑星ゾーン || TripodBossPlanetZone || || 0 || 1
|-
| /PLA/HYD/BSG/0 || レーザー&ボムシップゾーン || LaserAndBombShipZone || || 0 || 1
|-
| /PLA/HYD/BSG/0 || ミニクリボー惑星ゾーン || MiniKuriZone || || 0 || 1
|-
| /PLA/HYD/BSG/0 || ダブルUFOゾーン || DoubleUFOZone || || 0 || 1
|-
| /PLA/HYD/BSG/0 || ナットシップゾーン || NutShipZone || || 0 || 1
|-
| /PLA/HYD/BSG/0 || チョロプーシップゾーン || ChoroShipZone || || 0 || 1
|-
| /PLA/HYD/BSG/0 || 風船ダンベルゾーン || BalloonDumbbellZone || || 0 || 1
|-
| /PLA/HYD/BSG/0 || ドラヤキゾーン || DorayakiZone || || 0 || 1
|-
| /PLA/HYD/BSG/0 || バトルシップ中ボスゾーン || BattleShipBossZone || || 0 || 1
|-
| /PLA/HYD/Zone || 個別ゾーン || || || 0 || 1
|-
| /PLA/HYD/Zone/0 || 蜂蜜うさぎ追いかけテスト || RabbitHoneyMoonTest || || 0 || 1
|-
| /PLA/HYD/Zone/0 || 回転床オタキングテスト || RotateFloorOtakingTest || || 0 || 1
|-
| /PLA/HYD/Zone/0 || フローターオタキングテスト || FloaterOtakingTest || || 0 || 1
|-
| /PLA/HYD/Zone/0 || キューブバブルチュートリアルゾーン || CubeBubbleTutorialZone || || 0 || 1
|-
| /PLA/HYD/Zone/0 || 雪タイルゾーン || SnowClearZone || || 0 || 1
|-
| /PLA/HYD/Zone/0 || 泡EXサンプル || BubbleAcross || || 0 || 1
|-
| /PLA/HYD/Zone/0 || フリップブロックゾーン || FlipBlockZone || || 0 || 1
|-
| /PLA/HYD/Zone/0 || 穴円筒ゾーン || HoleCylinderZone || || 0 || 1
|-
| /PLA/HYD/Zone/0 || 穴球ゾーン || HoleSphereZone || || 0 || 1
|-
| /PLA/HYD/Zone/0 || ツインフォールゾーン || TwinFallLakeZone || || 0 || 1
|-
| /PLA/HYD/Zone/0 || ポイハナプラネットゾーン || PoihanaPlanetZone || || 0 || 1
|-
| /PLA/HYD/Zone/0 || 上下さかさま塔ゾーン || UpDownTowerZone || || 0 || 1
|-
| /PLA/HYD/Zone/0 || NEW電撃ビリビリ惑星 || BegomanHomePlanetZone || || 0 || 1
|-
| /PLA/HYD/Zone/0 || 玉コロがけっぷち || TestBallNarrowRoad || || 0 || 1
|-
| /PLA/HYD/NewFolder || ドラヤキ提案 || || || 0 || 1
|-
| /PLA/HYD/NewFolder/0 || ドラヤキ表スター || DorayakiZone || || 0 || 1
|-
| /PLA/HYD/NewFolder/0 || ドラヤキ裏スター || DorayakiToBottomZone || || 0 || 1
|-
| /PLA/HYD/COC || ココツイン提案 || || || 5 || 1
|-
| /PLA/HYD/COC/0 || ココポイハナ || CocoPoihana || || 0 || 1
|-
| /PLA/HYD/COC/0 || 重力変換ココツインゾーン || CocoGChange || || 0 || 1
|-
| /PLA/HYD/PNT || ピーナッツ提案 || || || 5 || 1
|-
| /PLA/HYD/PNT/0 || ピーナッツウニゾー提案 || PeanutUnizo || || 0 || 1
|-
| /PLA/HYD/PNT/0 || ピーナッツプロミネンス提案 || PeanutSun || || 0 || 1
|-
| /PLA/HYD/PNT/0 || ピーナッツベーゴマン提案 || PeanutBegoman || || 0 || 1
|-
| /PLA/HYD/CLP || クリップ効果 || || || 5 || 1
|-
| /PLA/HYD/CLP/0 || クリップフロアテスト || ClipFloorTest || || 0 || 1
|-
| /PLA/HYD/CLP/0 || クリップフロアテスト2 || SpotLightFloorTest || || 0 || 1
|-
| /PLA/HYD/CLP/0 || テレサの暗闇部屋 || SpotLight3DFloorTest || || 0 || 1
|-
| /PLA/HYD/TPD || 三脚ボス || || || 5 || 1
|-
| /PLA/HYD/TPD/0 || 三脚ボスE3砲台下6→13キノピオ || TriPodBossE3_L6to10VerKinopio || || 0 || 1
|-
| /PLA/HYD/TPD/0 || 三脚ボスE3砲台下6→13 || TriPodBossE3_L6to10Ver || || 0 || 1
|-
| /PLA/HYD/TPD/0 || 三脚ボスE3砲台下6→14 || TriPodBossE3_L6to12Ver || || 0 || 1
|-
| /PLA/HYD/TPD/0 || 三脚ボスE3砲台上6→8 || TriPodBossE3_U6to8Ver || || 0 || 1
|-
| /PLA/HYD/TPD/0 || 三脚ボスE3砲台6 || TriPodBossE3Ver || || 0 || 1
|-
| /PLA/HYD/TPD/0 || 三脚ボスE3砲台8 || TriPodBossE3Lv2Ver || || 0 || 1
|-
| /PLA/HYD/TPD/0 || 三脚ボスE3砲台12 || TriPodBossE3Lv3Ver || || 0 || 1
|-
| /PLA/HYD/TPD/0 || 三脚ボスE3砲台下 || TriPodBossE3LowVer || || 0 || 1
|-
| /PLA/HYD/TPD/0 || 三脚ボステスト4月2nd || TriPodBossTestFourth || || 0 || 1
|-
| /PLA/HYD/TPD/0 || 三脚ボステスト4月 || TriPodBossTestThird || || 0 || 1
|-
| /PLA/HYD/TPD/0 || 三脚ボステスト3月 || TriPodBossTestHayashida2 || || 0 || 1
|-
| /PLA/HYD/TPD/0 || 三脚ボステスト2月 || TriPodBossTestHayashida || || 0 || 1
|-
| /PLA/HYD/MRC || メルカトル || || || 5 || 1
|-
| /PLA/HYD/MRC/0 || 電撃びりびり迷路ボムヘイ || MercatorElecRailMazeBomb || || 0 || 1
|-
| /PLA/HYD/MRC/0 || 電撃びりびり迷路ビリキュー || MercatorElecRailMaze || || 0 || 1
|-
| /PLA/HYD/MRC/0 || 電撃びりびり迷路(地形バージョン) || MercatorElecRailMazeStatic || || 0 || 1
|-
| /PLA/HYD/MRC/0 || 中氷迷路 || MercatorMiddleMaze || || 0 || 1
|-
| /PLA/HYD/MRC/0 || 小氷迷路 || MercatorSmallMaze || || 0 || 1
|-
| /PLA/HYD/MRC/0 || ビリキュー回廊 || MercatorPathPlanet || || 0 || 1
|-
| /PLA/HYD/MRC/0 || ビリキュー回廊縦 || MercatorPathPlanetV || || 0 || 1
|-
| /PLA/HYD/MRC/0 || メルカトル法テスト || MercatorTest || || 0 || 1
|-
| /PLA/HYD/NewFolder4 || テスト || || || 0 || 1
|-
| /PLA/HYD/NewFolder4/0 || テスト || HayashidaTest || || 0 || 1
|-
| /PLA/HYD/NewFolder4/0 || TestBall || TestBall || || 0 || 1
|-
| /PLA/HYD/NewFolder4/0 || TestBallHard || TestBallHard || || 0 || 1
|-
| /PLA/HYD/NewFolder4/0 || CubeMaze || CubeMaze || || 0 || 1
|-
| /PLA/HYD/NewFolder4/0 || 太陽系イメージ || SolarSystemTest || || 0 || 1
|-
| /PLA/HYD/NewFolder4/0 || 旧ワキミズ惑星ゾーン || SpringWaterPlanetZone1003 || || 0 || 1
|-
| /PLA/HYD/NewFolder4/0 || 大泡移動ゾーン || BubbleAcross || || 0 || 1
|-
| /PLA/HYD/NewFolder4/0 || 巨大マップパーツテスト || Sandwich || || 0 || 1
|-
| /PLA/HYD/NewFolder4/0 || 玉コロビッグスノー || IronBallSliderTest || || 0 || 1
|-
| /PLA/HYD/NewFolder4/0 || ムッサーネタテスト || WindValleyImage || || 0 || 1
|-
| /PLA/HYD/NewFolder4/0 || スペースコロニーEX || SpaceColony || || 0 || 1
|-
| /PLA/TJM || 辻村 || || || 5 || 1
|-
| /PLA/TJM/OCN || オーシャン || || || 6 || 1
|-
| /PLA/TJM/OCN/0 || ココツイン || CoCoTwinZone || || 0 || 1
|-
| /PLA/TJM/OCN/0 || タコツボ || OctopusTrapZone || || 0 || 1
|-
| /PLA/TJM/OCN/0 || フローターランドA || FloaterLandZone || A || 0 || 1
|-
| /PLA/TJM/OCN/0 || フローターランドB || FloaterLandZone || B || 0 || 1
|-
| /PLA/TJM/OCN/0 || フローターランドC || FloaterLandZone || C || 0 || 1
|-
| /PLA/TJM/OCN/0 || フローターランドD || FloaterLandZone || D || 0 || 1
|-
| /PLA/TJM/OCN/0 || 亀あてレクチャーゾーン || OceanTurtleLectureZone || || 0 || 1
|-
| /PLA/TJM/LVA || 溶岩 || || || 2 || 1
|-
| /PLA/TJM/LVA/0 || 溶岩半球惑星 || LavaPoolBZone || || 0 || 1
|-
| /PLA/TJM/LVA/0 || 溶岩回転惑星 || LavaPoolAZone || || 0 || 1
|-
| /PLA/TJM/OCT || 実験 || || || 6 || 1
|-
| /PLA/TJM/OCT/0 || 三脚Lv2 || TriPodBossLavaTest00Zone || || 0 || 1
|-
| /PLA/TJM/OCT/0 || ファクトリー内側 || FactoryInside || || 0 || 1
|-
| /PLA/TJM/OCT/0 || おおあわ実験ゾーン || BigBubbleTestZone || || 0 || 1
|-
| /PLA/TJM/OCT/0 || 海洋回転惑星 || OceanRotatePlanetZone || || 0 || 1
|-
| /PLA/SHI || 白井 || || || 15 || 1
|-
| /PLA/SHI/0 || ベルコンEX || BeltConveyerExZone || || 0 || 1
|-
| /PLA/SHI/0 || ファントムギャラクシー || PhantomGalaxy || || 0 || 1
|-
| /PLA/SHI/0 || 重力回転バイキング || CommonBlocks || || 0 || 1
|-
| /PLA/SHI/0 || 音符実験 || BattleMap2 || || 0 || 1
|-
| /PLA/SHI/0 || うさぎ迷路キューブ || IceCubeStage || || 0 || 1
|-
| /PLA/SHI/0 || エリンギ遺跡改 || EringiTornado || || 0 || 1
|-
| /PLA/SHI/0 || エリンギEX(土星) || SaturnEx || || 0 || 1
|-
| /PLA/SHI/0 || トイステーション || TrainPlanet || || 0 || 1
|-
| /PLA/SHI/0 || スピンドライバー祭り || SpinDriverFestival || || 0 || 1
|-
| /PLA/SHI/0 || 100匹クリボー || SlopeTest || || 0 || 1
|-
| /PLA/SHI/0 || クリボーミニ惑星 || MiniKuriStage || || 0 || 1
|-
| /PLA/SHI/0 || J型キラー惑星 || JKillerStage || || 0 || 1
|-
| /PLA/SHI/0 || ヨッシー惑星EX || MercatorEx || || 0 || 1
|-
| /PLA/SHI/0 || 惑星渡り継ぎネタ || PlanetCollection || || 0 || 1
|-
| /PLA/SHI/0 || 惑星無限回廊 || InfinityLoopPlanet || || 0 || 1
|-
| /PLA/SHI/0 || 惑星壁ジャンプ実験場 || WallJumpTest || || 0 || 1
|-
| /PLA/SHI/0 || 汎用マップパーツ || CommonMapParts || || 0 || 1
|-
| /PLA/SHI/0 || エリンギ遺跡 || Eringi || || 0 || 1
|-
| /PLA/SHI/0 || エリンギ遺跡(0209) || EringiKeep || || 0 || 1
|-
| /PLA/SHI/0 || エリンギ遺跡(0120) || EringiBack || || 0 || 1
|-
| /PLA/SHI/0 || 脳トレEX || NoEx || || 0 || 1
|-
| /PLA/SHI/0 || ヨッシーDPD || YoshiDpdNew || || 0 || 1
|-
| /PLA/SHI/0 || ジャングルクルーズDPD || AmidaExNew || || 0 || 1
|-
| /PLA/SHI/0 || 和風EX || KomaEX || || 0 || 1
|-
| /PLA/SHI/0 || アナボコEX || SampleEX || || 0 || 1
|-
| /PLA/SHI/0 || シーソーEX || SeesawEx || || 0 || 1
|-
| /PLA/SHI/0 || コインホップEX || CoinEx || || 0 || 1
|-
| /PLA/SHI/0 || スターEX || StarEx || || 0 || 1
|-
| /PLA/SHI/0 || ディグダグキューブEX || BrokenStar || || 0 || 1
|-
| /PLA/SHI/0 || トレインステーション || Bridge || || 0 || 1
|-
| /PLA/SHI/0 || バッタンドミノ || Domino || || 0 || 1
|-
| /PLA/SHI/0 || スペースバイキング || SpaceShip || || 0 || 1
|-
| /PLA/SHI/0 || 島惑星ドルピック || dolphin || || 0 || 1
|-
| /PLA/SHI/0 || くるくるEX || MapParts || || 0 || 1
|-
| /PLA/SHI/0 || 太陽EX || Saturn || || 0 || 1
|-
| /PLA/SHI/0 || 汎用マップパーツ || CommonMapParts || || 0 || 1
|-
| /PLA/SHI/0 || 汎用積木マップパーツ || CommonBlocks || || 0 || 1
|-
| /PLA/SHI/0 || スペースパーク || Dokan || || 0 || 1
|-
| /PLA/SHI/0 || レボコン || Revocon || || 0 || 1
|-
| /PLA/KBT || 川端 || || || 8 || 1
|-
| /PLA/KBT/TMP || 作業用 || || || 8 || 1
|-
| /PLA/KBT/TMP/0 || TempMapA || TempMapA || || 0 || 1
|-
| /PLA/KBT/TMP/0 || TempMapB || TempMapB || || 0 || 1
|-
| /PLA/KBT/TMP/0 || TempMapC || TempMapC || || 0 || 1
|-
| /PLA/KBT/TMP/0 || TempMapD || TempMapD || || 0 || 1
|-
| /PLA/KBT/TMP/0 || TempMapE || TempMapE || || 0 || 1
|-
| /PLA/KBT/TMP/0 || JmapTest || JmapTest || || 0 || 1
|-
| /PLA/KBT/TMP/0 || ConfigTestStage || ConfigTestStage || || 0 || 1
|-
| /PLA/KBT/TMP/0 || T7fTestStage || T7fTestStage || || 0 || 1
|-
| /PLA/KBT/0 || オニマス惑星ゾーン || OnimasuZone || || 0 || 1
|-
| /PLA/KBT/0 || ゴルフ惑星A || GolfPlanet || A || 0 || 1
|-
| /PLA/KBT/0 || ゴルフ惑星B || GolfPlanet || B || 0 || 1
|-
| /PLA/KBT/0 || ゴルフ惑星C || GolfPlanet || C || 0 || 1
|-
| /PLA/KBT/0 || どうぶつのマップ || DrumMap || || 0 || 1
|-
| /PLA/KBT/0 || キューブステージ || CubeCubeCube || || 0 || 1
|-
| /PLA/KBT/0 || E3用EXステージ || E3Ex || || 0 || 1
|-
| /PLA/KBT/0 || StarManFort2 || StarManFort2 || || 0 || 1
|-
| /PLA/KBT/0 || StarManMap || StarManMap || || 0 || 1
|-
| /PLA/kkn || かきぬま || || || 10 || 1
|-
| /PLA/kkn/NewFolder6 || クッパ戦Vs3ギャラクシー || || || 0 || 1
|-
| /PLA/kkn/NewFolder6/0 || クッパ戦Vs3本戦 || KoopaBattleVs3BossZone || || 0 || 1
|-
| /PLA/kkn/NewFolder6/0 || クッパ戦Vs3ギャラクシー || KoopaBattleVs3Galaxy || || 0 || 1
|-
| /PLA/kkn/NewFolder5 || ファントムギャラクシー || || || 5 || 1
|-
| /PLA/kkn/NewFolder5/0 || クモの巣ゾーン(0220試作) || PhantomNest0220Zone || || 0 || 1
|-
| /PLA/kkn/NewFolder5/0 || ぽよぽよ惑星ゾーン || PoyoPoyoPlanetZone || || 0 || 1
|-
| /PLA/kkn/NewFolder5/0 || ファントム星クズの星ゾーン || PhantomStarDustPlanetZone || || 0 || 1
|-
| /PLA/kkn/NewFolder5/0 || ファントムクモの巣ゾーン || PhantomNestZone || || 0 || 1
|-
| /PLA/kkn/NewFolder5/0 || ファントム穴ぼこゾーン || PhantomHoleZone || || 0 || 1
|-
| /PLA/kkn/NewFolder5/0 || ファントム氷メイロ惑星ゾーン || PhantomIceMaze || || 0 || 1
|-
| /PLA/kkn/NewFolder5/0 || ファントム宇宙墓場ゾーン || PhantomSpaceGraveyard || || 0 || 1
|-
| /PLA/kkn/NewFolder5/0 || ファントムトゥームスパイダーゾーン || PhantomBossSpider || || 0 || 1
|-
| /PLA/kkn/NewFolder5/0 || ファントム星のたまごゾーン || StarEggMapZone || || 0 || 1
|-
| /PLA/kkn/NewFolder4 || 溶岩ギャラクシー || || || 5 || 1
|-
| /PLA/kkn/NewFolder4/0 || 溶岩ホーム || LavaHome || || 0 || 1
|-
| /PLA/kkn/NewFolder3 || テスト || || || 10 || 1
|-
| /PLA/kkn/NewFolder3/NewFolder3 || キャノンフリートG関連 || || || 0 || 1
|-
| /PLA/kkn/NewFolder3/NewFolder3/0 || 2D重力回転ゾーン || CanonTurnOverZone || || 0 || 1
|-
| /PLA/kkn/NewFolder3/NewFolder2 || ヘルプロミネンスG関連 || || || 0 || 1
|-
| /PLA/kkn/NewFolder3/NewFolder2/0 || 新生平面EX || NewPlaneEX || || 0 || 1
|-
| /PLA/kkn/NewFolder3/NewFolder || クッパ戦 || || || 0 || 1
|-
| /PLA/kkn/NewFolder3/NewFolder/0 || クッパ戦vs1テスト || KoopaBattleVS1MapTest || || 0 || 1
|-
| /PLA/kkn/NewFolder3/0 || スターラインテスト || StarLineTest || || 0 || 1
|-
| /PLA/kkn/NewFolder3/0 || バースデーケーキステージ || BirthdayCakeStage || || 0 || 1
|-
| /PLA/kkn/NewFolder3/0 || KakiTestStage || KakiTestStage || || 0 || 1
|-
| /PLA/kkn/NewFolder3/0 || ★花咲く惑星竹内さん用(もぐっちいます) || FlowerPlanetTakeuchi || || 0 || 1
|-
| /PLA/kkn/NewFolder3/0 || テレサマリオコースゾーンバグ検出用 || TeresaMarioCourseZoneBag || || 0 || 1
|-
| /PLA/kkn/NewFolder3/0 || 3つの木 || ThreeTreePlanet || || 0 || 1
|-
| /PLA/kkn/NewFolder3/0 || 浮島テストマップ || SpringWaterFloaterTest || || 0 || 1
|-
| /PLA/kkn/NewFolder3/0 || メルカトルテストマップ || MercatorTestMap || || 0 || 1
|-
| /PLA/kkn/NewFolder3/0 || ワキミズ惑星古い(林田さんに貰った古いver.) || SpringWaterPlanetZoneOld || || 0 || 1
|-
| /PLA/kkn/NewFolder3/0 || ワキミズ浮島惑星B(実験中) || SmallSpringWaterPlanetB || || 0 || 1
|-
| /PLA/kkn/NewFolder3/0 || ワキミズ浮島惑星(実験中) || SmallSpringWaterPlanet || || 0 || 1
|-
| /PLA/kkn/NewFolder3/0 || 柿沼用溶岩ホーム || LavaHomeKakinuma || || 0 || 1
|-
| /PLA/kkn/NewFolder3/0 || 横部さん用溶岩ホーム || LavaHomeYokobe || || 0 || 1
|-
| /PLA/kkn/NewFolder3/0 || ブロックテスト || BlockTestMap || || 0 || 1
|-
| /PLA/kkn/NewFolder3/0 || くも床テスト || PhantomSpider || || 0 || 1
|-
| /PLA/kkn/NewFolder3/0 || 古い星くずの星 || StarDustPlanet || || 0 || 1
|-
| /PLA/kkn/NewFolder3/0 || 星のたまごテストバグ || StarEggMapBag || || 0 || 1
|-
| /PLA/kkn/NewFolder3/0 || 土管テスト || PipeTestMap || || 0 || 1
|-
| /PLA/kkn/NewFolder3/0 || 音符オブジェ || NoteObjStageA || || 0 || 1
|-
| /PLA/kkn/NewFolder3/0 || オタロック:溶岩ホーム火山内部 || OtaRockStage || || 0 || 1
|-
| /PLA/kkn/NewFolder3/0 || 新べーゴマン連星 || BegomanIslandB || || 0 || 1
|-
| /PLA/kkn/NewFolder3/0 || 電撃ビリビリ惑星 || ElectricStage || || 0 || 1
|-
| /PLA/kkn/NewFolder3/0 || テストステージE3 || KakinumaTest || || 0 || 1
|-
| /PLA/kkn/NewFolder2 || ファントムケイブギャラクシー || || || 5 || 1
|-
| /PLA/kkn/NewFolder2/0 || テレサマリオコースゾーン || TeresaMarioCourseZone || || 0 || 1
|-
| /PLA/kkn/NewFolder2/0 || ポールウニゾー惑星 || PoleUnizoZone || || 0 || 1
|-
| /PLA/kkn/NewFolder2/0 || J字水惑星 || JWaterZone || || 0 || 1
|-
| /PLA/kkn/NewFolder2/0 || ウサギと亀と月ゾーン || RabbitMoonZone || || 0 || 7
|-
| /PLA/kkn/NewFolder || フォレストギャラクシー || || || 5 || 1
|-
| /PLA/kkn/NewFolder/0 || 花咲く惑星ゾーン || FlowerPlanetZone || || 0 || 1
|-
| /PLA/ikkaku || 一角 || || || 0 || 1
|-
| /PLA/ikkaku/0 || あわEX(A) || CubeBubbleEXAZone || || 0 || 1
|-
| /PLA/ikkaku/0 || あわEX(B) || CubeBubbleEXBZone || || 0 || 1
|-
| /PLA/ikkaku/0 || あわEX(C) || CubeBubbleEXCZone || || 0 || 1
|-
| /PLA/ikkaku/0 || あわEX(D) || CubeBubbleExDZone || || 0 || 1
|-
| /PLA/ikkaku/0 || かつてのタイムアタックゾーン || OldTimeAttackZone || || 0 || 1
|-
| /PLA/ikkaku/0 || まゆEX || CocoonEXZone || || 0 || 1
|-
| /PLA/ikkaku/0 || キャノン砲Gキャプチャゾーン || CannonGCaptureZone || || 0 || 1
|-
| /PLA/ikkaku/0 || タイムアタックゾーン・一角試作 || IkkakuTimeAttackZone || || 0 || 1
|-
| /PLA/ikkaku/0 || アステロイドベルトゾーン || AsteroidBeltZone || || 0 || 1
|-
| /PLA/ikkaku/0 || かべわたり(A)ゾーン || WallCrossAZone || || 0 || 1
|-
| /PLA/ikkaku/0 || かべわたり(B)ゾーン || WallCrossBZone || || 0 || 1
|-
| /PLA/ikkaku/0 || 天文台外側負荷実験 || IkkakuAstroGalaxy || || 0 || 1
|-
| /PLA/ikkaku/0 || キノピオの挑戦状 || IkkakuTest || || 0 || 1
|-
| /PLA/菅野 || 菅野 || || || 0 || 1
|-
| /PLA/菅野/0 || ボルケーノプラネットテスト || VolcanoPlanetZone || || 0 || 1
|-
| /PLA/菅野/0 || アイスマウンテンテスト || IceMountainZone || || 0 || 1
|-
| /PLA/菅野/0 || 暗闇2 || PhantomDarknessRoomZone || || 0 || 1
|-
| /PLA/菅野/0 || 重力反転2D || TestMapKannoA || || 0 || 1
|-
| /DES || デザイナー試作 || || || 10 || 1
|-
| /DES/HashimotoTest || 橋本 || || || 0 || 1
|-
| /DES/HashimotoTest/0 || 橋本テストステージ1 || HashimotoTest || || 0 || 1
|-
| /DES/HashimotoTest/0 || 橋本テストステージ2 || HashimotoTest2Map || || 0 || 1
|-
| /DES/NewFolder2 || 竹村 || || || 0 || 1
|-
| /DES/NewFolder2/0 || 試作1(TakemuraTestA) || TakemuraTestA || || 0 || 1
|-
| /DES/NewFolder2/0 || 試作2(TakemuraTestB) || TakemuraTestB || || 0 || 1
|-
| /DES/SNM || 新元 || || || 15 || 1
|-
| /DES/SNM/0 || アイスマウンテン || TestMapKannoB || A || 0 || 1
|-
| /DES/SNM/CAM || 球状カメラテスト || || || 15 || 1
|-
| /DES/SNM/CAM/0 || 球状カメラテスト1 || SphereCameraTest01a || || 0 || 1
|-
| /DES/SNM/CAM/0 || 球状カメラテスト2 || SphereCameraTest02b || || 0 || 1
|-
| /DES/SNM/CAM/0 || 球状カメラテスト3 || SphereCameraTest03c || || 0 || 1
|-
| /DES/SNM/0 || 蟻の巣 || AntNest || || 0 || 1
|-
| /DES/SNM/0 || オーシャンリング実験 || PlanetTwinPlane || || 0 || 1
|-
| /DES/SNM/0 || プチプラネット火山 || PuchiPlanetVolcano || || 0 || 1
|-
| /DES/SNM/0 || 鳥と昆虫の惑星(散策地形) || GravityGlobe || || 0 || 1
|-
| /DES/SNM/0 || アリンコ実験 || AntNestTest || || 0 || 1
|-
| /DES/SNM/0 || 砂漠実験 || DesertTest || || 0 || 1
|-
| /DES/SNM/0 || 平面Ex || PlaneEx || || 0 || 1
|-
| /DES/SNM/0 || 鳥と昆虫の惑星(NEWバージョン) || FlightMap || || 0 || 1
|-
| /DES/SNM/0 || クライマーズハイ || ClimbHigh || || 0 || 1
|-
| /DES/SNM/0 || 宇宙の墓場(廃ロケット含む) || SpaceCemetery || || 0 || 1
|-
| /DES/SNM/0 || 貝殻惑星(溶岩ギャラクシー) || ShellLava || || 0 || 1
|-
| /DES/SNM/0 || 溶岩メテオ(溶岩ギャラクシー) || LavaMeteo || || 0 || 1
|-
| /DES/SNM/0 || グリーンフォレスト || GreenForest || || 0 || 1
|-
| /DES/三脚 || 細野 || || || 15 || 1
|-
| /DES/三脚/NewFolder4 || 三脚サンプル || || || 0 || 1
|-
| /DES/三脚/NewFolder4/0 || 三脚サンプルA || TriPodBossZoneSampleA || A || 0 || 1
|-
| /DES/三脚/NewFolder4/0 || 三脚サンプルB || TriPodBossZoneSampleB || A || 0 || 1
|-
| /DES/三脚/New || スカルシャークボス || || || 0 || 1
|-
| /DES/三脚/New/0 || スカルシャークボス(シンプル) || SubmarineVolcanoPlanetZoneB || A || 0 || 1
|-
| /DES/三脚/NewFolder3 || サンドゴーレム || || || 0 || 1
|-
| /DES/三脚/NewFolder3/0 || サンドゴーレムピラミッド型 || KoopaJrDriverGalaxy0528b || || 0 || 1
|-
| /DES/三脚/NewFolder3/0 || サンドゴーレム逆さバージョン || KoopaJrDriverGalaxy0527 || || 0 || 1
|-
| /DES/三脚/NewFolder3/0 || サンドゴーレムシリンダー型 || KoopaJrDriverGalaxy0524 || || 0 || 1
|-
| /DES/三脚/NewFolder2 || 検証用 || || || 0 || 1
|-
| /DES/三脚/NewFolder2/0 || サンドゴーレムテスト || KoopaJrDriverGalaxy0524 || A || 0 || 1
|-
| /DES/三脚/NewFolder2/0 || 球状ボーリング || HosonoBossTestF || || 0 || 1
|-
| /DES/三脚/NewFolder2/0 || ワイヤー重力サンプル || HosonoBossTestC || || 0 || 1
|-
| /DES/三脚/NewFolder2/0 || アイスボーリング || HosonoBossTestD || || 0 || 1
|-
| /DES/三脚/NewFolder2/0 || ハーフパイプスケート || HosonoBossTestE || || 0 || 1
|-
| /DES/三脚/NewFolder2/0 || テスト || HosonoBossTestD || || 0 || 1
|-
| /DES/三脚/NewFolder || フォレスト || || || 0 || 1
|-
| /DES/三脚/NewFolder/0 || ハニークイーン惑星確認用 || HoneyQueenZoneTmp || A || 0 || 1
|-
| /DES/三脚/NewFolder/0 || フォレストボス惑星確認用 || HoneyQueenBattleTest9 || A || 0 || 1
|-
| /DES/三脚/NewFolder/NewFolder || 検証履歴 || || || 0 || 1
|-
| /DES/三脚/NewFolder/NewFolder/0 || ボスカメムシ最新 || HoneyQueenBattleTest7 || || 0 || 1
|-
| /DES/三脚/NewFolder/NewFolder/0 || プリミティブ検証 || HoneyQueenBattleTest4 || || 0 || 1
|-
| /DES/三脚/NewFolder/NewFolder/0 || ボスカメムシ戦(旧) || HoneyQueenBattleTest6 || || 0 || 1
|-
| /DES/三脚/NewFolder/NewFolder/0 || ハニークイーン戦その3 || HoneyQueenBattleTest3 || || 0 || 1
|-
| /DES/三脚/NewFolder/NewFolder/HonetQueenBattle2 || ハニークイーン戦その2 || || || 0 || 1
|-
| /DES/三脚/NewFolder/NewFolder/HonetQueenBattle2/0 || LV2 || HoneyQueenBattleTest2LV2 || || 0 || 1
|-
| /DES/三脚/NewFolder/NewFolder/HonetQueenBattle2/0 || LV1 || HoneyQueenBattleTest2LV1 || || 0 || 1
|-
| /DES/三脚/NewFolder/NewFolder/0 || ハニークイーン戦その1 || HoneyQueenBattleTest1 || || 0 || 1
|-
| /DES/三脚/0 || 海底火山惑星リファイン || TestMapG13 || || 0 || 1
|-
| /DES/三脚/0 || 跳ね返りコードテスト || TestMapG12 || || 0 || 1
|-
| /DES/三脚/0 || マップパーツサンプル地形 || TestMapG10 || || 0 || 1
|-
| /DES/三脚/0 || オーシャンリングテスト || OceanRingHosonoZone || || 0 || 1
|-
| /DES/三脚/0 || 海底火山惑星 || SubmarineVolcanoPlanetZone || || 0 || 1
|-
| /DES/三脚/0 || メルカトルサンプル || TestMapG3 || || 0 || 1
|-
| /DES/三脚/0 || LODテストステージ || LODTestStage || || 0 || 1
|-
| /DES/三脚/ONS || 温泉わくわく星 || || || 15 || 1
|-
| /DES/三脚/ONS/0 || オタクイーン戦 || HotSpringPlanet || A || 0 || 1
|-
| /DES/三脚/ONS/0 || オタクロック戦 || HotSpringPlanet || B || 0 || 1
|-
| /DES/三脚/ONS/0 || オタキング戦 || HotSpringPlanet || C || 0 || 1
|-
| /DES/三脚/ONS/0 || 芋煮会パーティー || HotSpringPlanet || D || 0 || 1
|-
| /DES/三脚/ONS/0 || 水流スライダー || HotSpringPlanet || E || 0 || 1
|-
| /DES/三脚/ONS/0 || 赤コインDPD || HotSpringPlanet || F || 0 || 1
|-
| /DES/三脚/ONS/0 || 天空のシャイン || HotSpringPlanet || G || 0 || 1
|-
| /DES/三脚/ONS/0 || チャレンジコース || HotSpringPlanet || H || 0 || 1
|-
| /DES/三脚/ONS/0 || スライダーシナリオ1 || HotSpringPlanetSlider || A || 0 || 1
|-
| /DES/三脚/ONS/0 || スライダーシナリオ2 || HotSpringPlanetSlider || B || 0 || 1
|-
| /DES/三脚/ONK || 温泉わくわく星再編 || || || 15 || 1
|-
| /DES/三脚/ONK/0 || ロープネタA || RopeTestStageA || || 0 || 1
|-
| /DES/三脚/ONK/0 || ロープネタB || RopeTestStageB || || 0 || 1
|-
| /DES/三脚/ONK/0 || 滑りロープA || SlidingRopeTestStageA || || 0 || 1
|-
| /DES/三脚/ONK/0 || 滑りロープB || SlidingRopeTestStageB || || 0 || 1
|-
| /DES/三脚/ONK/0 || タコボー || TakoboTestStageA || || 0 || 1
|-
| /DES/三脚/ONK/0 || ミニオタクロック || OtakuRockTestStage || || 0 || 1
|-
| /DES/三脚/0 || 球面地形 || TestMapC || || 0 || 1
|-
| /DES/三脚/0 || フォグテスト || FogTestStage || || 0 || 1
|-
| /DES/三脚/0 || コンボ実験場 || ComboStage || || 0 || 1
|-
| /DES/三脚/0 || サル山温泉惑星 || TestMapA || || 0 || 1
|-
| /DES/三脚/0 || キューブ || TestMapB || || 0 || 1
|-
| /DES/三脚/0 || ウッドブロック || WoodBlockTestStageA || || 0 || 1
|-
| /DES/MZK || 松崎 || || || 15 || 1
|-
| /DES/MZK/0 || 城実験 || Castle || || 0 || 1
|-
| /DES/MZK/0 || ディスク惑星 || DiskMap1 || || 0 || 1
|-
| /DES/MZK/0 || ディスクワールド || PlanetAir || || 0 || 1
|-
| /DES/MZK/0 || 宇宙ステーション実験 || MatsuzakiTestMap || || 0 || 1
|-
| /DES/MSI || 三島 || || || 15 || 1
|-
| /DES/MSI/0 || 背景SIMatライトON || TestMat || || 0 || 1
|-
| /DES/MSI/0 || 背景SIMatライトOFF || TestMatNew || || 0 || 1
|-
| /DES/MSI/0 || 背景ライトOFF || TestMatLightOff || || 0 || 1
|-
| /DES/MSI/0 || 背景ライトON || TestMatLightOnly || || 0 || 1
|-
| /DES/MSI/0 || テストマップ || Mishima || || 0 || 1
|-
| /DES/YGK || 山口(一美) || || || 15 || 1
|-
| /DES/YGK/0 || HDRテスト || HdrTestMap || || 0 || 1
|-
| /DES/YGK/0 || フォグ影テスト || FogShadowTest || || 0 || 1
|-
| /DES/YGK/0 || 落花星 || Peanut || || 0 || 1
|-
| /DES/YGK/0 || どら焼き要塞 || DorayakiAndBlock || || 0 || 1
|-
| /DES/YGK/0 || おでん惑星つみれ || OdenTumire || || 0 || 1
|-
| /DES/YGK/0 || おでん惑星じゃがいも || Potatos || || 0 || 1
|-
| /DES/YGK/0 || 温泉わくわく星リファイン || HotSpringPlanetR || || 0 || 1
|-
| /DES/YGK/0 || ョッシーダウンヒル || YosshiDownHill || || 0 || 1
|-
| /DES/YGK/0 || スノーパーク || BigSnowMountainA || || 0 || 1
|-
| /DES/YGK/0 || ョッシートラック || YosshiTrack || || 0 || 1
|-
| /DES/YGK/0 || ビッグトラック || BigTrack || || 0 || 1
|-
| /DES/YGK/0 || 水の星 || MiniPlanetAqua || || 0 || 1
|-
| /DES/YGK/0 || オーバーザ山 || OverTheMountain || || 0 || 1
|-
| /DES/YGK/0 || 64スライダー || SnowAndPeachSlider || || 0 || 1
|-
| /DES/YGK/0 || らせんスライダー || TestSpiralMap || || 0 || 1
|-
| /DES/YKB || 横部 || || || 15 || 1
|-
| /DES/YKB/0 || ムシクイ惑星 || WarmEatenPlanetTest || || 0 || 1
|-
| /DES/YKB/0 || ムシクイ惑星ロングバージョン || WarmEatenPlanetTestB || || 0 || 1
|-
| /DES/YKB/0 || コロニー || ColonyLarge || || 0 || 1
|-
| /DES/YKB/0 || コロニー2 || ColonySmall || || 0 || 1
|-
| /DES/YKB/0 || チューブ惑星 || TubePlanet || || 0 || 1
|-
| /DES/YKB/0 || モルモットコロニー || BevelErrorTest || || 0 || 1
|-
| /DES/YKB/0 || 魔法の森 || MagicalForest || || 0 || 1
|-
| /DES/YKB/0 || 魔法の森球状地形 || MagicalForestSphere || || 0 || 1
|-
| /DES/YKB/0 || 氷の立体迷路惑星 || LabyrinthPlanet || || 0 || 1
|-
| /DES/YKB/0 || パックンプラネットテスト || PukkunPlanet || || 0 || 1
|-
| /DES/YKB/0 || 多重エリンギ惑星 || PlanetStageTest || || 0 || 1
|-
| /DES/YKB/0 || 緑ヶ丘惑星 || GreenHillPlanet || || 0 || 1
|-
| /DES/YKB/0 || マキシマムテスト1 || MaximumMapTest || || 0 || 1
|-
| /DES/YKB/0 || マキシマムテスト2 || MaximumMapTestNew || || 0 || 1
|-
| /DES/YKB/0 || マキシマムテストLOD01 || MaximumMapTestLodA || || 0 || 1
|-
| /DES/YKB/0 || 海底火山惑星(ノーマルマップ) || NormalMapTest || || 0 || 1
|-
| /DES/MTO || 元倉 || || || 15 || 1
|-
| /DES/MTO/0 || テストマップ1 || MotokuraTestMap || || 0 || 1
|-
| /DES/MTO/0 || テストマップ2 || MotokuraTestMapNew || || 0 || 1
|-
| /DES/NewFolder || 清水(卓) || || || 0 || 1
|-
| /DES/NewFolder/0 || TestA || ShimizuTakuroTestA || || 0 || 1
|-
| /DES/NewFolder/0 || TestB || ShimizuTakuroTestB || || 0 || 1
|-
| /PRG || プログラマー試作 || || || 10 || 1
|-
| /PRG/OYG || 青柳 || || || 15 || 1
|-
| /PRG/OYG/0 || 2脚テスト || TwoLegTest || || 0 || 1
|-
| /PRG/OYG/Gravity || 重力関連 || || || 0 || 1
|-
| /PRG/OYG/Gravity/0 || グローバル重力テスト || GlobalGravityTest || || 0 || 1
|-
| /PRG/OYG/Gravity/0 || 重力追随テスト || GravityFollow || || 0 || 1
|-
| /PRG/OYG/0 || Gキャプチャーテスト || GCaptureTest || || 0 || 1
|-
| /PRG/OYG/0 || 新操作テストマップ || PointerTestMap || || 0 || 1
|-
| /PRG/OYG/0 || エンベロープ環境投影マップ実験 || SkiningEnvMapOrViewMap || || 0 || 1
|-
| /PRG/OYG/0 || ミラーテスト || MirrorTest || || 0 || 1
|-
| /PRG/OYG/0 || テレサテスト || TeresaTest || || 0 || 1
|-
| /PRG/OYG/0 || ポルタテスト || PoltaTest || || 0 || 1
|-
| /PRG/OYG/0 || カメックテスト || KameckTest || || 0 || 1
|-
| /PRG/OYG/0 || 移動制限テスト || MoveLimitTest || || 0 || 1
|-
| /PRG/AND || 安藤 || || || 15 || 1
|-
| /PRG/AND/0 || ステージ(ローカル) || AndoStageObjZone || || 0 || 1
|-
| /PRG/AND/0 || ステージ(グローバル) || AndoStageObjMain || || 0 || 1
|-
| /PRG/AND/0 || モジャ || AndoTestInlet || || 0 || 1
|-
| /PRG/OTA || 大田 || || || 15 || 1
|-
| /PRG/OTA/0 || 実験場 || MapTestOta || A || 0 || 1
|-
| /PRG/OTA/0 || デモ実験場 || DemoTestOta || A || 0 || 1
|-
| /PRG/OTA/0 || エフェクト実験場 || EffectTestMap || A || 0 || 1
|-
| /PRG/OTA/0 || マップパーツ置き場 || MapPartsTest || A || 0 || 1
|-
| /PRG/KMR || 川村 || || || 15 || 1
|-
| /PRG/KMR/0 || 地形コードテスト || SoundMapCodeTest || || 0 || 1
|-
| /PRG/KMR/0 || 地形コードテストB || SoundMapCodeTestB || || 0 || 1
|-
| /PRG/KMR/0 || 地形コードテストC || SoundMapCodeTestC || || 0 || 1
|-
| /PRG/TZW || 武沢 || || || 15 || 1
|-
| /PRG/TZW/0 || テストA || TakezawaTestA || || 0 || 1
|-
| /PRG/TZW/0 || メッセージテスト || MessageTest || || 0 || 1
|-
| /PRG/TZW/0 || リミックスBGMテスト || RemixBgmTest || || 0 || 1
|-
| /PRG/TZW/0 || リミックスBGMテストB || RemixBgmTestB || || 0 || 1
|-
| /PRG/TZW/0 || フォレストたけざわ || ForestHomeTakezawa || || 0 || 1
|-
| /PRG/SMZ || 清水 || || || 15 || 1
|-
| /PRG/SMZ/0 || 高速移動地形 || SpinDriverBossTest || || 0 || 1
|-
| /PRG/SMZ/0 || NeoScaleMap || NeoScaleMap || || 0 || 1
|-
| /PRG/SMZ/0 || NeoCurveMap || NeoCurveMap || || 0 || 1
|-
| /PRG/SMZ/0 || SlopeTest || SlopeTest || || 0 || 1
|-
| /PRG/SMZ/0 || 旧テストマップ || PlanetMap2 || || 0 || 1
|-
| /PRG/HKW || 早川 || || || 15 || 1
|-
| /PRG/HKW/0 || ワールドマップテスト || WorldMapTest || || 0 || 1
|-
| /PRG/HKW/0 || DPDボス実験 || DpdBoss || || 0 || 1
|-
| /PRG/HKW/0 || FooFighterMap || FooFighterMap || || 0 || 1
|-
| /PRG/HKW/0 || FooFighterMap2 || FooFighterMap2 || || 0 || 1
|-
| /PRG/HKW/0 || 重力実験場 || Moon || || 0 || 1
|-
| /PRG/HKW/0 || ライドセットアップステージ || RideSetUpStage || || 0 || 1
|-
| /PRG/HKW/0 || 空中アクション実験ステージ || AirActionTest || || 0 || 1
|-
| /PRG/HKW/0 || 多量オブジェ実験ステージ || ObjNumTestStage || || 0 || 1
|-
| /PRG/MZD || 松田 || || || 15 || 1
|-
| /PRG/MZD/0 || カットテスト1 || MazdaCutTest01 || || 0 || 1
|-
| /PRG/MZD/0 || カットテスト2 || MazdaCutTest02 || || 0 || 1
|-
| /PRG/MZD/0 || カットテスト空 || MazdaCutTest03 || || 0 || 1
|-
| /PRG/MZD/0 || 一括128個 || MazdaCutTest04 || || 0 || 1
|-
| /PRG/MZD/0 || テストマップ1 || MazdaTest01 || || 0 || 1
|-
| /PRG/MZD/0 || テストマップ2 || MazdaTest02 || || 0 || 1
|-
| /PRG/MZD/0 || 魔法の館 || MazdaMagicalHouse || || 0 || 1
|-
| /PRG/YGA || 山口(敦) || || || 15 || 1
|-
| /PRG/YGA/0 || テスト || YamaguchiTest || || 0 || 1
|-
| /PRG/YGA/0 || テストその3 || YamaguchiTest3 || || 0 || 1
|-
| /PRG/YGA/0 || テストその4 || YamaguchiTest4 || || 0 || 1
|-
| /PRG/YGA/0 || ファイルセレクト || FileSelect || || 0 || 1
|-
| /PRG/SGA || 菅原 || || || 15 || 1
|-
| /PRG/SGA/0 || テスト地形 || SugawaraTest || || 0 || 1
|-
| /PRG/TAK || 竹内 || || || 15 || 1
|-
| /PRG/TAK/0 || テスト地形 敵 || TakeuchiTest || || 0 || 1
|-
| /PRG/TAK/0 || テスト地形 地形オブジェ || TakeuchiTestB || || 0 || 1
|-
| /PRG/TAK/0 || テスト地形 合体ブロック || TakeuchiTestC || || 0 || 1
|-
| /PRG/GOH || 郷原 || || || 15 || 1
|-
| /PRG/GOH/0 || テスト || GoharaTestB || || 0 || 1
|-
| /CMP || 図鑑・テストステージ || || || 10 || 1
|-
| /CMP/StoryDemo || ストーリーデモ || || || 0 || 1
|-
| /CMP/StoryDemo/PrologueA || PrologueA || || || 0 || 1
|-
| /CMP/StoryDemo/PrologueA/0 || PrologueA Cut 01-03 || StoryDemoStagePrologueA || A || 0 || 1
|-
| /CMP/StoryDemo/PrologueA/0 || PrologueA Cut 04 || StoryDemoStagePrologueA || B || 0 || 1
|-
| /CMP/StoryDemo/PrologueA/0 || PrologueA Cut 06-08 || StoryDemoStagePrologueA || C || 0 || 1
|-
| /CMP/StoryDemo/PrologueA/0 || PrologueA Cut 09-11 || StoryDemoStagePrologueA || D || 0 || 1
|-
| /CMP/StoryDemo/PrologueA/0 || PrologueA Cut 12-17 || StoryDemoStagePrologueA || E || 0 || 1
|-
| /CMP/StoryDemo/PrologueB || PrologueB || || || 0 || 1
|-
| /CMP/StoryDemo/PrologueB/0 || PrologueB Cut 01-04 || StoryDemoStagePrologueB || A || 0 || 1
|-
| /CMP/StoryDemo/PrologueB/0 || PrologueB Cut 05-08 || StoryDemoStagePrologueB || B || 0 || 1
|-
| /CMP/StoryDemo/PrologueB/0 || PrologueB Cut 09 || StoryDemoStagePrologueB || C || 0 || 1
|-
| /CMP/StoryDemo/PrologueB/0 || PrologueB Cut 10 || StoryDemoStagePrologueB || D || 0 || 1
|-
| /CMP/StoryDemo/PrologueB/0 || PrologueB Cut 11 || StoryDemoStagePrologueB || E || 0 || 1
|-
| /CMP/StoryDemo/PrologueB/0 || PrologueB Cut 12-14 || StoryDemoStagePrologueB || F || 0 || 1
|-
| /CMP/StoryDemo/PrologueB/0 || PrologueB Cut 15-18 || StoryDemoStagePrologueB || G || 0 || 1
|-
| /CMP/StoryDemo/PrologueB/0 || PrologueB Cut 19-21 || StoryDemoStagePrologueB || H || 0 || 1
|-
| /CMP/StoryDemo/FinalBattle Cut 02 || FinalBattle || || || 0 || 1
|-
| /CMP/StoryDemo/FinalBattle Cut 02/0 || FinalBattle Cut 01 || StoryDemoStageFinalBattle || A || 0 || 1
|-
| /CMP/StoryDemo/FinalBattle Cut 02/0 || FinalBattle Cut 02 || StoryDemoStageFinalBattle || E || 0 || 1
|-
| /CMP/StoryDemo/FinalBattle Cut 02/0 || FinalBattle Cut 03 || StoryDemoStageFinalBattle || F || 0 || 1
|-
| /CMP/StoryDemo/FinalBattle Cut 02/0 || FinalBattle Cut 04 || StoryDemoStageFinalBattle || B || 0 || 1
|-
| /CMP/StoryDemo/FinalBattle Cut 02/0 || FinalBattle Cut 05-06 || StoryDemoStageFinalBattle || C || 0 || 1
|-
| /CMP/StoryDemo/FinalBattle Cut 02/0 || FinalBattle Cut 07-08 || StoryDemoStageFinalBattle || D || 0 || 1
|-
| /CMP/StoryDemo/EpilogueB || SavePeach+EpiloguA ExCut || || || 0 || 1
|-
| /CMP/StoryDemo/EpilogueB/0 || SavePeach Cut 01-02 || StoryDemoStageEpilogueB || A || 0 || 1
|-
| /CMP/StoryDemo/EpilogueB/0 || マリオ浮遊2パターン || StoryDemoStageEpilogueB || B || 0 || 1
|-
| /CMP/StoryDemo/EpilogueB/0 || ブラックホール広がり || StoryDemoStageEpilogueB || C || 0 || 1
|-
| /CMP/StoryDemo/EpilogueA || EpilogueA || || || 0 || 1
|-
| /CMP/StoryDemo/EpilogueA/0 || EpilogueA Cut 01 || StoryDemoStageEpilogueA || A || 0 || 1
|-
| /CMP/StoryDemo/EpilogueA/0 || EpilogueA Cut 02-03 || StoryDemoStageEpilogueA || B || 0 || 1
|-
| /CMP/StoryDemo/EpilogueA/0 || EpilogueA Cut 04 || StoryDemoStageEpilogueA || C || 0 || 1
|-
| /CMP/StoryDemo/EpilogueA/0 || EpilogueA Cut 05-06 || StoryDemoStageEpilogueA || D || 0 || 1
|-
| /CMP/StoryDemo/EpilogueA/0 || EpilogueA Cut 07-08 || StoryDemoStageEpilogueA || E || 0 || 1
|-
| /CMP/StoryDemo/EpilogueA/0 || EpilogueA Cut 09 || StoryDemoStageEpilogueA || F || 0 || 1
|-
| /CMP/StoryDemo/EpilogueA/0 || EpilogueA Cut 13 || StoryDemoStageEpilogueA || G || 0 || 1
|-
| /CMP/StoryDemo/EpilogueA/0 || EpilogueA Cut 12-14 || StoryDemoStageEpilogueA || H || 0 || 1
|-
| /CMP/StoryDemo/EndingA || EndingA || || || 0 || 1
|-
| /CMP/StoryDemo/EndingA/0 || EndingA Cut 01-03 || StoryDemoStageEndingA || A || 0 || 1
|-
| /CMP/StoryDemo/EndingA/0 || EndingA Cut 04 || StoryDemoStageEndingA || B || 0 || 1
|-
| /CMP/StoryDemo/EndingA/0 || EndingA Cut 07-12 || StoryDemoStageEndingA || C || 0 || 1
|-
| /CMP/StoryDemo/EndingA/0 || EndingA Cut 13 || StoryDemoStageEndingA || D || 0 || 1
|-
| /CMP/StoryDemo/EndingA/0 || EndingA Cut 14 || StoryDemoStageEndingA || E || 0 || 1
|-
| /CMP/StoryDemo/EndingB || EndingB || || || 0 || 1
|-
| /CMP/StoryDemo/EndingB/0 || EndingB Cut 01 || StoryDemoStageEndingB || A || 0 || 1
|-
| /CMP/StoryDemo/EndingB/0 || EndingB Cut 02 || StoryDemoStageEndingB || G || 0 || 1
|-
| /CMP/StoryDemo/EndingB/0 || EndingB Cut 03 || StoryDemoStageEndingB || H || 0 || 1
|-
| /CMP/StoryDemo/EndingB/0 || EndingB Cut 04-06 || StoryDemoStageEndingB || B || 0 || 1
|-
| /CMP/StoryDemo/EndingB/0 || EndingB Cut 07 || StoryDemoStageEndingB || C || 0 || 1
|-
| /CMP/StoryDemo/EndingB/0 || EndingB Cut 08 || StoryDemoStageEndingB || D || 0 || 1
|-
| /CMP/StoryDemo/EndingB/0 || EndingB Cut 11 || StoryDemoStageEndingB || E || 0 || 1
|-
| /CMP/StoryDemo/EndingB/0 || EndingB Cut 12 || StoryDemoStageEndingB || F || 0 || 1
|-
| /CMP/StoryDemo/NewFolder || ライブラリ || || || 0 || 1
|-
| /CMP/StoryDemo/NewFolder/0 || フィギュアキャプチャT(エネミー小) || StoryDemoFigureCaptureB || A || 0 || 1
|-
| /CMP/StoryDemo/NewFolder/0 || フィギュアキャプチャ(エネミー小) || StoryDemoFigureCaptureA || A || 0 || 1
|-
| /CMP/StoryDemo/NewFolder/0 || フィギュアキャプチャT(エネミー中) || StoryDemoFigureCaptureB || B || 0 || 1
|-
| /CMP/StoryDemo/NewFolder/0 || フィギュアキャプチャ(エネミー中) || StoryDemoFigureCaptureA || B || 0 || 1
|-
| /CMP/StoryDemo/NewFolder/0 || フィギュアキャプチャT(大) || StoryDemoFigureCaptureB || C || 0 || 1
|-
| /CMP/StoryDemo/NewFolder/0 || フィギュアキャプチャ(大) || StoryDemoFigureCaptureA || C || 0 || 1
|-
| /CMP/StoryDemo/NewFolder/0 || フィギュアキャプチャT(NPC) || StoryDemoFigureCaptureB || D || 0 || 1
|-
| /CMP/StoryDemo/NewFolder/0 || フィギュアキャプチャ(NPC) || StoryDemoFigureCaptureA || D || 0 || 1
|-
| /CMP/StoryDemo/NewFolder/0 || フィギュアキャプチャT(アイテム) || StoryDemoFigureCaptureB || E || 0 || 1
|-
| /CMP/StoryDemo/NewFolder/0 || フィギュアキャプチャ(アイテム) || StoryDemoFigureCaptureA || E || 0 || 1
|-
| /CMP/StoryDemo/NewFolder/0 || 多面同時フィギュアキャプチャT(エネミー) || StoryDemoFigureCaptureB || F || 0 || 1
|-
| /CMP/StoryDemo/NewFolder/0 || 多面同時フィギュアキャプチャ(エネミー) || StoryDemoFigureCaptureB || A || 0 || 1
|-
| /CMP/StoryDemo/NewFolder/0 || 多面同時フィギュアキャプチャ(エネミー2) || StoryDemoFigureCaptureB || B || 0 || 1
|-
| /CMP/StoryDemo/NewFolder/0 || 多面同時フィギュアキャプチャ(NPC) || StoryDemoFigureCaptureB || C || 0 || 1
|-
| /CMP/StoryDemo/NewFolder/0 || 多面同時フィギュアキャプチャ(プレーヤー) || StoryDemoFigureCaptureB || D || 0 || 1
|-
| /CMP/StoryDemo/NewFolder/0 || Test || StoryDemoLibraryA || || 0 || 1
|-
| /CMP/NewFolder9 || オブジェデータ作成環境 || || || 0 || 1
|-
| /CMP/NewFolder9/0 || オニマス2試作 || TempMapD || || 0 || 1
|-
| /CMP/ENE || エネミー || || || 10 || 1
|-
| /CMP/ENE/0 || 敵図鑑1巻 || EnemyPark01Zone || || 0 || 1
|-
| /CMP/ENE/0 || 敵図鑑2巻 || EnemyPark02Zone || || 0 || 1
|-
| /CMP/ENE/KRB || クリボー || || || 6 || 1
|-
| /CMP/ENE/KRB/0 || クリボー(平面地形)1体 || KuriboTestStageD || A || 0 || 1
|-
| /CMP/ENE/KRB/0 || クリボー(平面地形)5体 || KuriboTestStageD || B || 0 || 1
|-
| /CMP/ENE/KRB/0 || クリボー(球地形)1体 || KuriboTestStageB || A || 0 || 1
|-
| /CMP/ENE/KRB/0 || クリボー(球地形)5体 || KuriboTestStageB || B || 0 || 1
|-
| /CMP/ENE/KRB/0 || クリボー(キューブ地形)1体 || KuriboTestStageC || A || 0 || 1
|-
| /CMP/ENE/KRB/0 || クリボー(キューブ地形)5体 || KuriboTestStageC || B || 0 || 1
|-
| /CMP/ENE/MLM || メラメラ || || || 7 || 1
|-
| /CMP/ENE/MLM/0 || メラメラ || TsujimuraEnemy01Test || || 0 || 1
|-
| /CMP/ENE/MLM/0 || メラメラ(平面地形)1体 || MerameraTestStageC || A || 0 || 1
|-
| /CMP/ENE/MLM/0 || メラメラ(平面地形)5体 || MerameraTestStageC || B || 0 || 1
|-
| /CMP/ENE/MLM/0 || メラメラ(球地形)1体 || MerameraTestStageB || A || 0 || 1
|-
| /CMP/ENE/MLM/0 || メラメラ(球地形)5体 || MerameraTestStageB || B || 0 || 1
|-
| /CMP/ENE/MLM/0 || メラメラ(キューブ地形)1体 || MerameraTestStageA || A || 0 || 1
|-
| /CMP/ENE/MLM/0 || メラメラ(キューブ地形)5体 || MerameraTestStageA || B || 0 || 1
|-
| /CMP/ENE/0 || チョロプー || CyoropuTestStage || || 0 || 1
|-
| /CMP/ENE/0 || ベーゴマン || BegomanTestStage || || 0 || 1
|-
| /CMP/ENE/VBG || バネベーゴマン || || || 8 || 1
|-
| /CMP/ENE/VBG/0 || バネベーゴマン(平面地形)1体 || BegomanTestStageC || A || 0 || 1
|-
| /CMP/ENE/VBG/0 || バネベーゴマン(平面地形)5体 || BegomanTestStageC || B || 0 || 1
|-
| /CMP/ENE/VBG/0 || バネベーゴマン(球地形)1体 || BegomanTestStageB || A || 0 || 1
|-
| /CMP/ENE/VBG/0 || バネベーゴマン(球地形)5体 || BegomanTestStageB || B || 0 || 1
|-
| /CMP/ENE/VBG/0 || バネベーゴマン(キューブ地形)1体 || BegomanTestStageA || A || 0 || 1
|-
| /CMP/ENE/VBG/0 || バネベーゴマン(キューブ地形)5体 || BegomanTestStageA || B || 0 || 1
|-
| /CMP/ENE/VBG/0 || バネベーゴマン(皿地形)1体 || BegomanTestStageD || A || 0 || 1
|-
| /CMP/ENE/VBG/0 || バネベーゴマン(皿地形)5体 || BegomanTestStageD || B || 0 || 1
|-
| /CMP/ENE/TBG || トゲベーゴマン || || || 8 || 1
|-
| /CMP/ENE/TBG/0 || トゲベーゴマン(平面地形)1体 || BegomanTestStageC || C || 0 || 1
|-
| /CMP/ENE/TBG/0 || トゲベーゴマン(平面地形)5体 || BegomanTestStageC || D || 0 || 1
|-
| /CMP/ENE/TBG/0 || トゲベーゴマン(球地形)1体 || BegomanTestStageB || C || 0 || 1
|-
| /CMP/ENE/TBG/0 || トゲベーゴマン(球地形)5体 || BegomanTestStageB || D || 0 || 1
|-
| /CMP/ENE/TBG/0 || トゲベーゴマン(キューブ地形)1体 || BegomanTestStageA || C || 0 || 1
|-
| /CMP/ENE/TBG/0 || トゲベーゴマン(キューブ地形)5体 || BegomanTestStageA || D || 0 || 1
|-
| /CMP/ENE/TBG/0 || トゲベーゴマン(皿地形)1体 || BegomanTestStageD || C || 0 || 1
|-
| /CMP/ENE/TBG/0 || トゲベーゴマン(皿地形)5体 || BegomanTestStageD || D || 0 || 1
|-
| /CMP/ENE/BBG || ベビーベーゴマン || || || 8 || 1
|-
| /CMP/ENE/BBG/0 || ベビーベーゴマン(平面地形)1体 || BegomanTestStageC || E || 0 || 1
|-
| /CMP/ENE/BBG/0 || ベビーベーゴマン(平面地形)5体 || BegomanTestStageC || F || 0 || 1
|-
| /CMP/ENE/BBG/0 || ベビーベーゴマン(球地形)1体 || BegomanTestStageB || E || 0 || 1
|-
| /CMP/ENE/BBG/0 || ベビーベーゴマン(球地形)5体 || BegomanTestStageB || F || 0 || 1
|-
| /CMP/ENE/BBG/0 || ベビーベーゴマン(キューブ地形)1体 || BegomanTestStageA || E || 0 || 1
|-
| /CMP/ENE/BBG/0 || ベビーベーゴマン(キューブ地形)5体 || BegomanTestStageA || F || 0 || 1
|-
| /CMP/ENE/BBG/0 || ベビーベーゴマン(皿地形)1体 || BegomanTestStageD || E || 0 || 1
|-
| /CMP/ENE/BBG/0 || ベビーベーゴマン(皿地形)5体 || BegomanTestStageD || F || 0 || 1
|-
| /CMP/ENE/GIW || ゴロ岩 || || || 5 || 1
|-
| /CMP/ENE/GIW/0 || ゴロ岩(ピーナッツ地形) || GoroIwaTestStage || A || 0 || 1
|-
| /CMP/ENE/GIW/0 || ゴロ岩(チクワ地形) || GoroIwaTestStage || B || 0 || 1
|-
| /CMP/ENE/ITU || いたずらウサギ || || || 6 || 1
|-
| /CMP/ENE/ITU/0 || いたずらウサギ(平面) || TrickRabbitTestStage || || 0 || 1
|-
| /CMP/ENE/ITU/0 || いたずらウサギ(球地形) || TrickRabbitTestStageA || B || 0 || 1
|-
| /CMP/ENE/ITU/0 || いたずらウサギ(キューブ球地) || TrickRabbitTestStageA || A || 0 || 1
|-
| /CMP/ENE/ITU/0 || いたずらウサギ(庭園) || IceCubeStage || || 0 || 1
|-
| /CMP/ENE/RNK || リクノコ || || || 6 || 1
|-
| /CMP/ENE/RNK/0 || リクノコ(平面)1体 || NokonokoLandTestStage || A || 0 || 1
|-
| /CMP/ENE/RNK/0 || リクノコ(平面)6体 || NokonokoLandTestStage || B || 0 || 1
|-
| /CMP/ENE/RNK/0 || リクノコ(球地形)1体 || NokonokoLandTestStage || C || 0 || 1
|-
| /CMP/ENE/RNK/0 || リクノコ(球地形)6体 || NokonokoLandTestStage || D || 0 || 1
|-
| /CMP/ENE/killer || キラー || || || 10 || 1
|-
| /CMP/ENE/killer/0 || U字地形 || KillerTestStage || || 0 || 1
|-
| /CMP/ENE/killer/0 || J字地形 || JKillerStage || || 0 || 1
|-
| /CMP/ENE/0 || プクプク || PukupukuTestZone || || 0 || 1
|-
| /CMP/ENE/0 || ポイハナ || PoihanaTestStageA || || 0 || 1
|-
| /CMP/ENE/0 || ボム兵 || BombHeiTestStageA || || 0 || 1
|-
| /CMP/ENE/0 || ヒマワリサンボ || SunFlowerSamboTestStageA || || 0 || 1
|-
| /CMP/ENE/0 || カリカリ || KarikariTestStageA || || 0 || 1
|-
| /CMP/ENE/0 || タコボー || TakoboTestStageA || || 0 || 1
|-
| /CMP/ENE/0 || ミニオタクロック || OtakuRockTestStage || || 0 || 1
|-
| /CMP/ENE/0 || トゲゾー || TogezoTestStageA || || 0 || 1
|-
| /CMP/ENE/0 || ミニイガ || MiniIgaTestStageA || || 0 || 1
|-
| /CMP/ENE/0 || ホーミング発射台 || HomingFireShooterTestStageA || || 0 || 1
|-
| /CMP/ENE/0 || 火炎放射器(クッパ像?) || FlameGunTestStageA || || 0 || 1
|-
| /CMP/ENE/0 || ハンマーブロス || HammerBrosTestStageA || || 0 || 1
|-
| /CMP/ENE/0 || 溶岩系オブジェ || LavaObjTestStage || || 0 || 1
|-
| /CMP/ENE/0 || メラメラ || TsujimuraEnemy01Test || || 0 || 1
|-
| /CMP/ENE/0 || オタロック || OtaRockTestStageA || || 0 || 1
|-
| /CMP/ENE/0 || ウオータープレッシャー || WaterPSTest || || 0 || 1
|-
| /CMP/ENE/0 || モグッチ || MoguraTestStage || || 0 || 1
|-
| /CMP/ENE/0 || カニーナ || KaninaTestStage || || 0 || 1
|-
| /CMP/ENE/0 || クッパJrシップ || KuppaJrShipTestStage || A || 0 || 1
|-
| /CMP/ENE/0 || ハナチャン || HanachanTestStage || || 0 || 1
|-
| /CMP/ENE/0 || トゲトゲ || TogetogeTestStage || || 0 || 1
|-
| /CMP/ITM || アイテム || || || 5 || 1
|-
| /CMP/ITM/0 || コイン || CoinTestStageA || || 0 || 1
|-
| /CMP/ITM/0 || スピンドライバ、スター高さ || HayashidaTest || || 0 || 1
|-
| /CMP/GRA || 重力サンプル || || || 15 || 1
|-
| /CMP/GRA/0 || キューブ重力 || CubeGravityStageA || || 0 || 1
|-
| /CMP/GRA/0 || シリンダー重力 || CylinderGravityStageA || || 0 || 1
|-
| /CMP/GRA/0 || ディスク重力 || DiskGravityStageA || || 0 || 1
|-
| /CMP/GRA/0 || ワイヤー重力 || WireGravityStageA || || 0 || 1
|-
| /CMP/GRA/0 || 組み合わせ重力 || CombinationGravityStageA || || 0 || 1
|-
| /CMP/GRA/0 || 球内側重力 || DesertHome2Test || || 0 || 1
|-
| /CMP/GRA/0 || キューブ内側重力 || RectangularInsideTest || || 0 || 1
|-
| /CMP/GRA/0 || ディスクドーナツ(トーラス)重力 || DiskDonuts || || 0 || 1
|-
| /CMP/MAR || 地形形状 || || || 5 || 1
|-
| /CMP/MAR/0 || 平均台テストマップ || NarrowGateTest || || 0 || 1
|-
| /CMP/MAR/0 || 段差テストマップ || DekoBokoTest || || 0 || 1
|-
| /CMP/MAR/0 || まずい地形例 || WrongMapExample || || 0 || 1
|-
| /CMP/MAR/0 || 壁ジャンプテストマップ || WallJumpTestMap || || 0 || 1
|-
| /CMP/SEA || 海洋実験 || || || 8 || 1
|-
| /CMP/SEA/0 || ピーチ城 || PeachCastle || || 0 || 1
|-
| /CMP/SEA/0 || プール || SwimTest03Stage || || 0 || 1
|-
| /CMP/SEA/0 || 泳ぎ実験惑星 || SwimTest02Stage || || 0 || 1
|-
| /CMP/SEA/0 || 水の星 || MiniPlanetAqua02Stage || || 0 || 1
|-
| /CMP/PRD || 試作ステージ || || || 15 || 1
|-
| /CMP/PRD/0 || 崩落惑星 || BreakDownPlanet || || 0 || 1
|-
| /CMP/PRD/0 || ふうせんダンベル惑星 || BalloonDumbbell || || 0 || 1
|-
| /CMP/PRD/ONS || 温泉わくわく星 || || || 15 || 1
|-
| /CMP/PRD/ONS/0 || オタクイーン戦 || HotSpringPlanet || A || 0 || 1
|-
| /CMP/PRD/ONS/0 || オタクロック戦 || HotSpringPlanet || B || 0 || 1
|-
| /CMP/PRD/ONS/0 || オタキング戦 || HotSpringPlanet || C || 0 || 1
|-
| /CMP/PRD/ONS/0 || 芋煮会パーティー || HotSpringPlanet || D || 0 || 1
|-
| /CMP/PRD/ONS/0 || 水流スライダー || HotSpringPlanet || E || 0 || 1
|-
| /CMP/PRD/ONS/0 || 赤コインDPD || HotSpringPlanet || F || 0 || 1
|-
| /CMP/PRD/ONS/0 || 天空のシャイン || HotSpringPlanet || G || 0 || 1
|-
| /CMP/PRD/ONS/0 || チャレンジコース || HotSpringPlanet || H || 0 || 1
|-
| /CMP/PRD/ONS/0 || スライダーシナリオ1 || HotSpringPlanetSlider || A || 0 || 1
|-
| /CMP/PRD/ONS/0 || スライダーシナリオ2 || HotSpringPlanetSlider || B || 0 || 1
|-
| /CMP/PRD/0 || エリンギ遺跡 || Eringi || || 0 || 1
|-
| /CMP/PRD/0 || スターマンの砦 || StarManMap || || 0 || 1
|-
| /CMP/PRD/0 || どら焼き要塞 || DorayakiAndBlock || || 0 || 1
|-
| /CMP/0 || 惑星図鑑 || TsujimuraPlanetTestZone || || 0 || 1
|-
| /CMP/NewFolder || マリオ64 || || || 0 || 1
|-
| /CMP/NewFolder/0 || ピーチ城 || HosonoTest04 || || 0 || 1
|-
| /CMP/NewFolder/0 || 雪山 || TestMapD || || 0 || 1
|-
| /CMP/NewFolder/0 || ボム兵の戦場 || TestMapE || || 0 || 1
|-
| /CMP/NewFolder/0 || バッタン砦 || TestMapF || || 0 || 1
|-
| /CMP/NewFolder/0 || 洞窟 || TestMapH || || 0 || 1
|-
| /CMP/NewFolder/0 || 海賊の入り江 || HosonoTest05 || || 0 || 1
|-
| /CMP/NewFolder2 || マリオサンシャイン || || || 0 || 1
|-
| /CMP/NewFolder2/0 || リコハーバー || HosonoTest03 || || 0 || 1
|-
| /CMP/NewFolder2/0 || マーレの入り江 || HosonoTest02 || || 0 || 1
|-
| /CMP/NewFolder2/0 || ドルピックタウン || HosonoTest01 || || 0 || 1
|-
| /CMP/0 || 図鑑ステージ0 || CompleteMap0 || || 0 || 1
|-
| /CMP/0 || 図鑑ステージ1 || CompleteMap1 || || 0 || 1
|-
| /CMP/0 || スターゲットテストステージ || StarGetTest || || 0 || 1
|-
| /CMP/0 || 法線マップテストステージ || NormalMapTestStage || || 0 || 1
|-
| /CMP/0 || 最大距離テストマップ || MaxDistanceTest || || 0 || 1
|-
| /CMP/0 || メッセージテストマップ || MessageTestMap || || 0 || 1
|-
| /CMP/0 || 移動用砲台テストステージ || MarioCanonTest || || 0 || 1
|-
| /CMP/0 || エンベロープ環境投影マップ実験 || SkiningEnvMapOrViewMap || || 0 || 1
|}
Not only is this file notable as one of only few insights into the Develop build's extra functionality, it also provides names and descriptions of numerous removed maps, as well as information about early versions of retained maps, such as Sea Slide Galaxy (OceanRingGalaxy) having eight scenarios.
=== Possible image ===
[[File:E3 2007 appointment room kiosk demo screenshot by Press The Buttons - Super Mario Galaxy.png]]
This is a photo taken behind-the-scenes for E3M&BS 07 showing a Super Mario Galaxy demo build's menu for selecting stages, likely an instance of StageSelectMenu (but obviously with fewer stages to choose from than in the Develop build, and English names instead of Japanese names).
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GalaxyMaster
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add label translations and notes
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'''StageSelectMenu''' is a feature in Super Mario Galaxy's Develop builds that allows the player/tester to choose from a list of stages. Its existence is known from the Develop builds' symbol maps, and from [[/Debug]]/StageSelectMenu.tbl.
=== StageSelectMenu.tbl ===
/Debug/StageSelectMenu.tbl is a [[BCSV]] file containing the list of stages presented by StageSelectMenu. Columns denoted by an asterisk (*) are not present in StageSelectMenu.tbl, rather having been added by this wiki's editors.
{| class="wikitable mw-collapsible mw-collapsed"
! path || label || label - Google Translated* || StageName || LayerName || Unknown (6DC3A6D2) || ScenarioNo || Notes*
|-
| /NewFolder || ステージ || stage || || || 0 || 1 ||
|-
| /NewFolder/HeavensDoorGalaxy || ヘヴンズドアギャラクシー || Heaven's Door Galaxy || || || 0 || 1 ||
|-
| /NewFolder/HeavensDoorGalaxy/0 || ヘヴンズドアインサイドゾーン || Heaven's Door Inside Zone || HeavensDoorInsideZone || || 0 || 1 ||
|-
| /NewFolder/HeavensDoorGalaxy/0 || ヘヴンズドア(小)ゾーン || Heaven's Door (Small) Zone || HeavensDoorSmallZone || || 0 || 1 ||
|-
| /NewFolder/HeavensDoorGalaxy/0 || ヘヴンズドア(中)ゾーン || Heaven's Door (Middle) Zone || HeavensDoorMiddleZone || || 0 || 1 ||
|-
| /NewFolder/HeavensDoorGalaxy/0 || ヘヴンズドア(大)ゾーン || Heaven's Door (Large) Zone || HeavensDoorLargeZone || || 0 || 1 ||
|-
| /NewFolder/HeavensDoorGalaxy/0 || ヘヴンズドアミステリアスゾーン || Heaven's Door Mysterious Zone || HeavensDoorMysteriousZone || || 0 || 1 ||
|-
| /NewFolder/NewFolder9 || トイボックス || Toy box || || || 6 || 1 ||
|-
| /NewFolder/NewFolder9/0 || ホッパーボトルゾーン || Hopper bottle zone || HopperBottleZone || || 0 || 1 ||
|-
| /NewFolder/NewFolder9/0 || 嵐の海のサルベージゾーン || Stormy sea salvage zone || SeaStormPlanetZone || || 0 || 1 ||
|-
| /NewFolder/NewFolder9/0 || 壁重力ゾーン || Wall gravity zone || WallGravityZone || || 0 || 1 ||
|-
| /NewFolder/NewFolder9/0 || メカクッパゾーン || Mechakuppa zone || MechanicKoopaZone || || 0 || 1 ||
|-
| /NewFolder/NewFolder9/0 || メカキノコゾーン || Mechakinoco zone || MechaKinokoZone || || 0 || 1 ||
|-
| /NewFolder/NewFolder9/0 || ミニメカクッパゾーン || Mini -mail makoppa zone || MiniMechanicKoopaZone || || 0 || 1 ||
|-
| /NewFolder/NewFolder9/0 || ファクトリー内部ゾーン || Factory internal zone || FactoryInsideZone || || 0 || 1 ||
|-
| /NewFolder/NewFolder9/0 || ドンケツゾーン || Donketsu Zone || DonketuZone || || 0 || 1 ||
|-
| /NewFolder/NewFolder9/0 || スペースステーションゾーン || Space station zone || SpaceStationZone || || 0 || 1 ||
|-
| /NewFolder/NewFolder9/0 || クルーズDPDゾーン || Cruise DPD zone || CruiseDPDZone || || 0 || 1 ||
|-
| /NewFolder/NewFolder9/0 || スイーツアステロイドゾーン || Sweets asteroid zone || SweetsAsteroidZone || || 0 || 1 ||
|-
| /NewFolder/NewFolder9/0 || チョコンベヤーゾーン || Chocolate Beyer Zone || ChoconveyorZone || || 0 || 1 ||
|-
| /NewFolder/NewFolder9/0 || トイファクトリーギャラクシー || Toy Factory Galaxy || FactoryGalaxy || || 0 || 1 ||
|-
| /NewFolder/NewFolder9/0 || バースデーケーキゾーン || Birthday cake zone || BirthdayCakeZone || || 0 || 1 ||
|-
| /NewFolder/NewFolder7 || 天文台外側 || Outside Observatory || || || 0 || 1 ||
|-
| /NewFolder/NewFolder7/0 || シナリオ1 || Scenario 1 || AstroGalaxy || || 0 || 1 ||
|-
| /NewFolder/NewFolder7/0 || シナリオ2 || Scenario 2 || AstroGalaxy || || 0 || 2 ||
|-
| /NewFolder/NewFolder7/0 || シナリオ3 || Scenario 3 || AstroGalaxy || || 0 || 3 ||
|-
| /NewFolder/NewFolder7/0 || シナリオ4 || Scenario 4 || AstroGalaxy || D || 0 || 4 ||
|-
| /NewFolder/0 || 図書室 || Library || LibraryRoom || || 0 || 1 ||
|-
| /NewFolder/0 || 天文ドーム || Astronomical Dome || AstroDome || || 0 || 1 ||
|-
| /NewFolder/0 || ピーチ城前庭 || Peach Castle Front Yard || PeachCastleGardenGalaxy || || 0 || 1 ||
|-
| /NewFolder/0 || ピーチ城・最終 || Peach Castle / Final || PeachCastleFinalGalaxy || || 0 || 1 ||
|-
| /NewFolder/0 || 旧ピーチ城前庭 || Former Peach Castle Venue || HosonoTest04 || || 0 || 1 ||
|-
| /NewFolder/0 || 天文台惑星 || Astronomical planet || AstroHomeZone || || 0 || 1 ||
|-
| /NewFolder/NewFolder6 || エッグプラネット || Egg planet || || || 0 || 1 ||
|-
| /NewFolder/NewFolder6/0 || 球状内部ゾーン || The spherical internal zone || SphereInsideZone || || 0 || 1 ||
|-
| /NewFolder/NewFolder6/0 || 二隻の海賊船ゾーン || Two pirate ship zones || OceanTwinPiratesZone || || 0 || 1 ||
|-
| /NewFolder/NewFolder6/0 || ツインフォールレイクゾーン || Twinfall Lake Zone || TwinFallLakeZone || || 0 || 1 ||
|-
| /NewFolder/NewFolder6/0 || そら豆惑星ゾーン || Sora bean planet zone || SoramameZone || || 0 || 1 ||
|-
| /NewFolder/NewFolder6/0 || わたげ星ゾーン || Watage Star Zone || PuffballZone || || 0 || 1 ||
|-
| /NewFolder/NewFolder6/0 || ココツインゾーン || Koco -in zone || CoCoTwinZone || || 0 || 1 ||
|-
| /NewFolder/NewFolder6/0 || スターエッグロードゾーン || Star Egg Road Zone || StarEggRoadZone || || 0 || 1 ||
|-
| /NewFolder/NewFolder6/0 || スター惑星ゾーン || Star planet zone || BlueStarZone || || 0 || 1 ||
|-
| /NewFolder/NewFolder6/0 || タンポポが丘ゾーン || Dandelion gaoka zone || DandelionHillZone || || 0 || 1 ||
|-
| /NewFolder/NewFolder6/0 || ディスクガーデンゾーン || Disk Garden Zone || DiskGardenZone || || 0 || 1 ||
|-
| /NewFolder/NewFolder6/0 || ディノパックン戦ゾーン || Dino Paccun Battle Zone || DinoPakkunBattleZone || || 0 || 1 ||
|-
| /NewFolder/NewFolder6/0 || ドラヤキ要塞ゾーン || Drayaki Fortress Zone || DorayakiFortressZone || || 0 || 1 ||
|-
| /NewFolder/NewFolder6/0 || ハテナ花畑ゾーン || Hatena flower field zone || QuestionFlowerGardenZone || || 0 || 1 ||
|-
| /NewFolder/NewFolder6/0 || ピーナッツ惑星ゾーン || Peanut planet zone || PeanutZone || || 0 || 1 ||
|-
| /NewFolder/NewFolder6/0 || ミスティックタワーゾーン || Mystic Tower Zone || ReverseGravityTowerZone || || 0 || 1 ||
|-
| /NewFolder/NewFolder6/0 || 星くずの丘ゾーン || Star Kuzu Hill Zone || StardustHillZone || || 0 || 1 ||
|-
| /NewFolder/NewFolder6/0 || 草むら双子惑星ゾーン || Kusamura twin planet zone || GlassyTwinsPlanetZone || || 0 || 1 ||
|-
| /NewFolder/NewFolder2 || ハニービーキングダム || Honey Beaking Dam || || || 0 || 1 ||
|-
| /NewFolder/NewFolder2/Zone || ゾーン || zone || || || 0 || 1 ||
|-
| /NewFolder/NewFolder2/Zone/0 || ハチの崖ゾーン || Bee cliff zone || BeeCliffZone || || 0 || 1 ||
|-
| /NewFolder/NewFolder2/Zone/0 || フラワーロードゾーン || Flower road zone || FlowerRoadZone || || 0 || 1 ||
|-
| /NewFolder/NewFolder2/Zone/0 || マザーハッチーゾーン || Mother hatchee zone || MotherBeeZone || || 0 || 1 ||
|-
| /NewFolder/NewFolder2/Zone/0 || カベのぼりEX(A)ゾーン || Wall climbing EX(A) zone || WallClimbEXAZone || || 0 || 1 ||
|-
| /NewFolder/NewFolder2/Zone/0 || カベのぼりEX(B)ゾーン || Wall climbing EX(B) zone || WallClimbEXBZone || || 0 || 1 ||
|-
| /NewFolder/NewFolder2/Zone/0 || カベのぼりEX(C)ゾーン || Wall climbing EX(B) zone || WallClimbEXCZone || || 0 || 1 ||
|-
| /NewFolder/0 || チャレンジサーフィン || Challenge surfing || SurfingLv1Galaxy || || 0 || 1 ||
|-
| /NewFolder/NewFolder10 || スターダスト || Stardust || || || 0 || 1 ||
|-
| /NewFolder/NewFolder10/0 || スターダスト || Stardust || StarDustGalaxy || || 0 || 1 ||
|-
| /NewFolder/NewFolder10/0 || まゆEX || Mayu EX || CocoonEXZone || || 0 || 1 ||
|-
| /NewFolder/BSG || バトルシップ || Battleship || || || 0 || 1 ||
|-
| /NewFolder/BSG/0 || [シナリオ1] || [Scenario 1] || BattleShipGalaxy || || 0 || 1 ||
|-
| /NewFolder/BSG/0 || [シナリオ2] || [Scenario 2] || BattleShipGalaxy || || 0 || 2 ||
|-
| /NewFolder/BSG/0 || [シナリオ3] || [Scenario 3] || BattleShipGalaxy || || 0 || 3 ||
|-
| /NewFolder/BSG/BSZ || ゾーン || zone || || || 0 || 1 ||
|-
| /NewFolder/BSG/BSZ/0 || 対巨大要塞ゾーン || Giant fortress zone against || VsHugeBattleShipZone || A || 0 || 1 ||
|-
| /NewFolder/BSG/BSZ/0 || 分子構造惑星ゾーン || Molecular structure planet zone || BombheiLectureZone || A || 0 || 1 ||
|-
| /NewFolder/BSG/BSZ/0 || 宇宙機雷Gキャプチャーゾーン || Space Mine G Capture Zone || SpaceMineGCaptureZone || A || 0 || 1 ||
|-
| /NewFolder/BSG/BSZ/0 || 要塞内部移動用砲台ゾーン || Fortress internal movement barrel zone || MarioLancherLecture3Zone || A || 0 || 1 ||
|-
| /NewFolder/BSG/BSZ/0 || 移動用砲台楕円惑星ゾーン || Mobile turret elliptical planet zone || MarioLancherLecture2Zone || A || 0 || 1 ||
|-
| /NewFolder/BSG/BSZ/0 || 要塞内部重力反転ゾーン || Fortress internal gravity reversal zone || UfoGravityTurnOverZone || A || 0 || 3 ||
|-
| /NewFolder/BSG/BSZ/0 || 要塞内部ジャンプビーマーゾーン || Fortress internal jumping beer zone || FortressJumpBeamerZone || A || 0 || 3 ||
|-
| /NewFolder/BSG/BSZ/0 || 球状穴ぼこキラーゾーン || Globic hole buckwheat killer zone || BattleShipKillerPlanetZone\StageData || A || 0 || 1 ||
|-
| /NewFolder/BSG/BSZ/0 || トライレッグボスゾーン || Tri -Leg Boss Zone || TriPodBossZone || A || 0 || 3 ||
|-
| /NewFolder/BSG/BSZ/0 || 要塞タイムアタックゾーン || Fortress time attack zone || BombTimeAttackZone || A || 0 || 1 ||
|-
| /NewFolder/BSG/BSS || 試作 || Trial production || || || 0 || 1 ||
|-
| /NewFolder/BSG/BSS/0 || 対要塞試作00ゾーン || Test for the fortress 00 zone || VsHugeBattleShipT00Zone || A || 0 || 1 ||
|-
| /NewFolder/BSG/BSS/0 || 要塞内部ジャンプガーダーゾーン || Fortress internal jumping garment zone || BattleShipJumpGuarderZone || A || 0 || 3 ||
|-
| /NewFolder/BSG/BSS/0 || UFOジャンプガーダー2ゾーン || UFO Jump Guarder 2 Zone || UfoJumpGuarderZone || C || 0 || 3 ||
|-
| /NewFolder/BSG/BSS/0 || UFOベーゴマンゾーン || UFO Begoman Zone || UfoBegomanZone || C || 0 || 3 ||
|-
| /NewFolder/BSG/BSS/0 || 林田ギャラクシー || Hayashida Galaxy || BattleShipGalaxyTrial || || 0 || 1 ||
|-
| /NewFolder/BSG/BSS/0 || ジャンプガーターゾーン || Jump garter zone || UfoInside1Zone || C || 0 || 3 ||
|-
| /NewFolder/BSG/BSS/0 || Y字惑星ゾーン || Y -character planet zone || YShapePlanetZone || || 0 || 3 ||
|-
| /NewFolder/BSG/BSS/0 || UFOツキダシクンゾーン || UFO Tsukida Kunzon || UfoTsukidashiKunZone || || 0 || 3 ||
|-
| /NewFolder/BSG/BSS/0 || UFOジライラゾーン || UFO Jirilla Zone || UfoJirairaZone || || 0 || 3 ||
|-
| /NewFolder/BSG/BSS/0 || 球状キラーゾーン || Glossy killer zone || SubordineteGamilassZone || || 0 || 3 ||
|-
| /NewFolder/BSG/BSS/0 || ボム兵レクチャー || Bomb soldier lecture || BombheiLectureOld1Zone || || 0 || 1 ||
|-
| /NewFolder/BSG/BSS/0 || 移動用砲台レクチャー || Mobile turret lecture || MarioLancherLectureZone || || 0 || 1 ||
|-
| /NewFolder/BSG/BSS/0 || 戦艦内部 || Inside the battleship || HugeUfoInsideZone || || 0 || 3 ||
|-
| /NewFolder/BSG/BSS/0 || トライアングルUFO || Triangle UFO || TriangleUfoZone || || 0 || 1 ||
|-
| /NewFolder/0 || ■クッパ戦1 || ■ Battle 1 || HosonoTest04 || || 0 || 1 ||
|-
| /NewFolder/0 || ウインドガーデン || Wind garden || CosmosGardenGalaxy || || 0 || 1 ||
|-
| /NewFolder/NewFolder22 || アイスボルケーノ || Ice volcano || || || 0 || 1 ||
|-
| /NewFolder/NewFolder22/0 || アイスボルケーノギャラクシー || Ice Volcano Galaxy || IceVolcanoGalaxy || || 0 || 1 ||
|-
| /NewFolder/NewFolder22/NewFolder || ゾーン || zone || || || 0 || 1 ||
|-
| /NewFolder/NewFolder22/NewFolder/0 || 雪溶かしゲーム || Snow -melted game || YukidarumaZone || || 0 || 1 ||
|-
| /NewFolder/NewFolder22/NewFolder/0 || アステロイドベルトゾーン || Asteroid belt zone || AsteroidBeltZone || || 0 || 1 ||
|-
| /NewFolder/NewFolder22/NewFolder/0 || アイスリングAゾーンシナリオ1 || Ice ring A zone scenario 1 || IceRingAZone || A || 0 || 1 ||
|-
| /NewFolder/NewFolder22/NewFolder/0 || アイスリングAゾーンシナリオ2 || Ice ring A zone scenario 2 || IceRingAZone || B || 0 || 2 ||
|-
| /NewFolder/NewFolder22/NewFolder/0 || アイスリングBゾーンシナリオ3 || Ice ring B zone scenario 3 || IceRingBZone || || 0 || 3 ||
|-
| /NewFolder/NewFolder22/NewFolder/0 || みちひき惑星 || Michihiki planet || IceMichihikiZone || A || 0 || 1 ||
|-
| /NewFolder/NewFolder22/NewFolder/0 || スノーカプセルゾーン || Snow capsule zone || SnowCapsuleZone || A || 0 || 1 ||
|-
| /NewFolder/NewFolder22/NewFolder/0 || 溶岩サンドイッチテスト || Lava sandwich test || Sandwich || || 0 || 1 ||
|-
| /NewFolder/NewFolder22/NewFolder/0 || アイス溶岩島ゾーン || Ice lava island zone || IceLavaIslandZone || || 0 || 1 ||
|-
| /NewFolder/NewFolder22/NewFolder/0 || アイスネタテスト || Ice story test || IceHomeTestZone || A || 0 || 1 ||
|-
| /NewFolder/NewFolder22/NewFolder/0 || ファイアマリオネタテスト || Fire Mario Neta Test || IceHomeTest2Zone || || 0 || 1 ||
|-
| /NewFolder/NewFolder22/NewFolder/0 || 三角プレートゾーン || Triangle plate zone || FallTriangleZone || || 0 || 1 ||
|-
| /NewFolder/NewFolder22/NewFolder/0 || 流氷ゾーン || Drift ice zone || DriftIceZone || || 0 || 1 ||
|-
| /NewFolder/NewFolder22/NewFolder/0 || マウンテン || Mountain || IceMountainZone || A || 0 || 1 ||
|-
| /NewFolder/NewFolder22/NewFolder/0 || 氷土管迷路ゾーン || Ice clay maze zone || IceMazeWithPipeZone || || 0 || 1 ||
|-
| /NewFolder/NewFolder22/NewFolder/0 || ボルケーノプラネット || Volcano Planet || VolcanoPlanetZone || A || 0 || 1 ||
|-
| /NewFolder/0 || ファントム || phantom || PhantomGalaxy || || 0 || 1 ||
|-
| /NewFolder/NewFolder8 || サンドアイランド || Sand island || || || 0 || 1 ||
|-
| /NewFolder/NewFolder8/0 || サンドアイランドギャラクシー || Sand Island Galaxy || SandClockGalaxy || || 0 || 1 ||
|-
| /NewFolder/NewFolder8/Desert || ゾーン || zone || || || 0 || 1 ||
|-
| /NewFolder/NewFolder8/Desert/0 || 流砂2Dゾーン || 2D zone || QuickSand2DZone || || 0 || 1 ||
|-
| /NewFolder/NewFolder8/Desert/0 || 砂タワーゾーン || Sand tower zone || SandTowerZone || || 0 || 1 ||
|-
| /NewFolder/NewFolder8/Desert/0 || 砂ストリームゾーン || Sand stream zone || SandStreamZone || || 0 || 1 ||
|-
| /NewFolder/NewFolder8/Desert/0 || 砂川ゾーン || Sunagawa zone || SandRiverZone || || 0 || 1 ||
|-
| /NewFolder/NewFolder8/Desert/0 || 砂アップダウンゾーン1 || Sand -up Daun Zone 1 || SandUpDownZone || A || 0 || 1 ||
|-
| /NewFolder/NewFolder8/Desert/0 || 砂アップダウンゾーン2 || Sand -up Down Zone 2 || SandUpDownZone || B || 0 || 1 ||
|-
| /NewFolder/NewFolder8/Desert/0 || 砂島サンボゾーン || Sandland Sunbo Zone || SandIslandSamboZone || || 0 || 1 ||
|-
| /NewFolder/NewFolder8/Desert/0 || サンボキューブゾーン || Sambocube zone || SamboCubeZone || || 0 || 1 ||
|-
| /NewFolder/NewFolder8/Desert/0 || 砂漠ディスクゾーン || Desert Disk Zone || DesertDiskZone || || 0 || 1 ||
|-
| /NewFolder/NewFolder8/Desert/0 || 砂対流ゾーン || Sand -style zone || DesertConvectionZone || || 0 || 1 ||
|-
| /NewFolder/NewFolder8/Desert/0 || 砂時計ゾーン || Hourglass zone || SandGlassZone || || 0 || 1 ||
|-
| /NewFolder/NewFolder8/Desert/0 || 塔内部ゾーン || Tower internal zone || DesertInsideZone || || 0 || 1 ||
|-
| /NewFolder/NewFolder8/Desert/0 || デザートワームゾーン || Desert worm zone || DesertWormZone || || 0 || 1 ||
|-
| /NewFolder/NewFolder8/Desert/0 || ココポイハナゾーン || Coco Poi Hana Zone || CocoPoihanaZone || || 0 || 1 ||
|-
| /NewFolder/NewFolder8/Desert/0 || デザートオタキングゾーン || Dessert otaking zone || DesertOtakingZone || || 0 || 1 ||
|-
| /NewFolder/NewFolder || ダンジョンケイブ || Dungeon cave || || || 0 || 1 ||
|-
| /NewFolder/NewFolder/0 || [シナリオ1]幽霊船の呪術師をたおせ! || [Scenario 1] Defeat the magician on the ghost ship! || OceanPhantomCaveGalaxy || A || 0 || 1 ||
|-
| /NewFolder/NewFolder/0 || [シナリオ2]ガケの上の宝箱 || [Scenario 2] Treasure chest on the cliff || OceanPhantomCaveGalaxy || B || 0 || 2 ||
|-
| /NewFolder/NewFolder/0 || [シナリオ3]帰ってきた海のギャング || [Scenario 3] The sea gang returns || OceanPhantomCaveGalaxy || C || 0 || 3 ||
|-
| /NewFolder/NewFolder/0 || [シナリオ4]海底トンネルの秘宝 || [Scenario 4] The treasure of the seabed tunnel || OceanPhantomCaveGalaxy || D || 0 || 4 ||
|-
| /NewFolder/NewFolder/0 || [シナリオ5]J字惑星のスター || [Scenario 5] J-shaped planet star || OceanPhantomCaveGalaxy || E || 0 || 5 ||
|-
| /NewFolder/NewFolder/0 || [シナリオ6]月とウサギと亀 || [Scenario 6] Moon, rabbit, and turtle || OceanPhantomCaveGalaxy || F || 0 || 6 ||
|-
| /NewFolder/OCN || オーシャンリング || Ocean ring || || || 0 || 1 ||
|-
| /NewFolder/OCN/0 || [シナリオ1]海の中の木箱 || [Scenario 1] A wooden box in the sea || OceanRingGalaxy || || 0 || 1 ||
|-
| /NewFolder/OCN/0 || [シナリオ2]ひかるコウラをさがせ! || [Scenario 2] Find the shining Koura! || OceanRingGalaxy || || 0 || 2 ||
|-
| /NewFolder/OCN/0 || [シナリオ3]シャッチーリング || [Scenario 3] Shuttling || OceanRingGalaxy || || 0 || 3 ||
|-
| /NewFolder/OCN/0 || [シナリオ4]ペンギンレース || [Scenario 4] Penguin race || OceanRingGalaxy || || 0 || 4 ||
|-
| /NewFolder/OCN/0 || [シナリオ5]イエローチップ || [Scenario 5] Yellow chip || OceanRingGalaxy || || 0 || 5 ||
|-
| /NewFolder/OCN/0 || [シナリオ6]ガケ裏の宝箱 || [Scenario 6] Treasure chest behind the cliff || OceanRingGalaxy || || 0 || 6 ||
|-
| /NewFolder/OCN/0 || [シナリオ7]ブッシュポンプのナゾ || [Scenario 7] Bush pump mystery || OceanRingGalaxy || || 0 || 7 || [[Sea Slide Galaxy]] (OceanRingGalaxy) only has six stars in the final game.
|-
| /NewFolder/OCN/0 || [シナリオ8]マングローブのスター || [Scenario 8] Mangrove star || OceanRingGalaxy || || 0 || 8 || Ditto.
|-
| /NewFolder/TomorrowKingdom || オータムウッズ || Autumn Woods || || || 0 || 1 ||
|-
| /NewFolder/TomorrowKingdom/NewFolder || ゾーン || zone || || || 0 || 1 ||
|-
| /NewFolder/TomorrowKingdom/NewFolder/0 || リバースフォレストホームゾーン || Reverse Forest Home Zone || ReverseForestHomeZone || || 0 || 1 ||
|-
| /NewFolder/CFGA || キャノンフリート || Cannon fleet || || || 0 || 1 ||
|-
| /NewFolder/CFGA/0 || [シナリオ1] || [Scenario 1] || CannonFleetGalaxy || || 0 || 1 ||
|-
| /NewFolder/CFGA/0 || [シナリオ2] || [Scenario 2] || CannonFleetGalaxy || || 0 || 2 ||
|-
| /NewFolder/CFGA/0 || [シナリオ3] || [Scenario 3] || CannonFleetGalaxy || || 0 || 3 ||
|-
| /NewFolder/CFGA/CFGZ || ゾーン || zone || || || 0 || 1 ||
|-
| /NewFolder/CFGA/CFGZ/0 || ビーマーラッシュゾーン || Beamer rush zone || BeamerRushZone || A || 0 || 1 ||
|-
| /NewFolder/CFGA/CFGZ/0 || ボムタイムアタック2 || Bomb time attack 2 || BombTimeAttack2Zone || A || 0 || 1 ||
|-
| /NewFolder/CFGA/CFGZ/0 || ベーゴマン連星 || Begoman binaries || UfoBegomanChainedPlanetZone || A || 0 || 1 ||
|-
| /NewFolder/CFGA/CFGZ/0 || キャノン弾Gキャプチャー || Cannon bullet G capture || CannonGCaptureZone || A || 0 || 1 ||
|-
| /NewFolder/CFGA/CFGZ/0 || 絶壁登りゾーン || Cliff climbing zone || FortressCliffClimbZone || A || 0 || 1 ||
|-
| /NewFolder/CFGA/CFGZ/0 || 電撃ビリビリUFO || Dengeki Biribiri UFO || ElectricUfoZone || A || 0 || 1 ||
|-
| /NewFolder/CFGA/CFGZ/0 || ねじまき船団 || Screw fleet || ScrewFleetZone || A || 0 || 1 ||
|-
| /NewFolder/CFGA/CFGZ/0 || 2D重力回転ゾーン || 2D gravity rotation zone || CanonTurnOverZone || A || 0 || 3 ||
|-
| /NewFolder/CFGA/CFGZ/0 || 対巨大要塞レベル2ゾーン || Giant Fortress Level 2 Zone || VsHugeBattleShipLv2Zone || A || 0 || 2 ||
|-
| /NewFolder/CFGA/CFGZ/0 || ビームガン連星 || Beam gun star || UfoBegomanChainedPlanetZone || A || 0 || 3 ||
|-
| /NewFolder/CFGA/CNF || 試作 || Trial production || || || 0 || 1 ||
|-
| /NewFolder/CFGA/CNF/0 || 穴ぼこレーザー惑星 || Holes Boko Laser Planet || LaserPotholePlanetZone || A || 0 || 1 ||
|-
| /NewFolder/CFGA/CNF/0 || 巨大レーザー砲 || Giant laser gun || HugeLaserCannonZone || A || 0 || 1 ||
|-
| /NewFolder/CFGA/CNF/0 || ボスベーゴマン試作01 || Boss Bagoman prototype 01 || ElectricUfoTest01Zone || A || 0 || 1 ||
|-
| /NewFolder/CFGA/CNF/0 || ボスベーゴマン試作02 || Boss Bagoman prototype 02 || ElectricUfoTest02Zone || A || 0 || 1 ||
|-
| /NewFolder/CFGA/CNF/0 || ボスベーゴマン試作03 || Boss Bagoman prototype 03 || ElectricUfoTest03Zone || A || 0 || 1 ||
|-
| /NewFolder/CFGA/CNF/0 || ボスベーゴマン試作04 || Boss Bagoman prototype 04 || ElectricUfoTest04Zone || A || 0 || 1 ||
|-
| /NewFolder/CFGA/CNF/0 || ジライラホッパーゾーン || Jirilla Hopper Zone || JirairaHopperOrgZone || || 0 || 1 ||
|-
| /NewFolder/CFGA/CNF/0 || ビーマーラッシュ || Berman rush || BeamerRushZone || || 0 || 1 ||
|-
| /NewFolder/CFGA/CNF/0 || 移動用砲台迷路試作その1 || Mobile turret maze prototype part 1 || LauncherMazeOld1Zone || A || 0 || 1 ||
|-
| /NewFolder/CFGA/CNF/0 || ベーゴマンダンベル惑星 || Begomandanbell Planet || DumbbellBegomanPlanetZone || A || 0 || 1 ||
|-
| /NewFolder/CFGA/CNF/0 || レーザーどら焼き惑星 || Laser dorayaki planet || LaserDorayakiPlanetZone || A || 0 || 1 ||
|-
| /NewFolder/CFGA/CNF/0 || 巨大レーザー砲 || Giant laser gun || HugeLaserCannonZone || A || 0 || 1 ||
|-
| /NewFolder/CFGA/CNF/0 || 無敵ダッシュ || Invincible dash || IkkakuTimeAttackZone || || 0 || 1 ||
|-
| /NewFolder/CFGA/CNF/0 || キャノンフリートホーム || Canon Fleet Home || CannonFleetHomeZone || || 0 || 1 ||
|-
| /NewFolder/0 || ■クッパ戦2 || ■ Battle 2 || HosonoTest04 || || 0 || 1 ||
|-
| /NewFolder/FLG || フローターランド || Floater land || || || 16 || 1 ||
|-
| /NewFolder/FLG/0 || [シナリオ1] || [Scenario 1] || OceanFloaterLandGalaxy || || 0 || 1 ||
|-
| /NewFolder/FLG/0 || [シナリオ2] || [Scenario 2] || OceanFloaterLandGalaxy || || 0 || 2 ||
|-
| /NewFolder/FLG/0 || [シナリオ3] || [Scenario 3] || OceanFloaterLandGalaxy || || 0 || 3 || [[Buoy Base Galaxy]] (OceanFloaterLandGalaxy) only has two stars in the final game.
|-
| /NewFolder/FLG/OFLG || ゾーン || zone || || || 15 || 1 ||
|-
| /NewFolder/FLG/OFLG/0 || 水殻惑星 || Water planet || WaterShellZone || || 0 || 1 ||
|-
| /NewFolder/FLG/OFLG/0 || プクプクガンボル惑星 || Pukupuku Gambol Planet || PukupukuGambolZone || || 0 || 1 ||
|-
| /NewFolder/FLG/OFLG/0 || 海底火山惑星 || Submarine volcano planet || SubmarineVolcanoPlanetZone || || 0 || 1 ||
|-
| /NewFolder/FLG/OFLG/0 || オーシャンチャーチ惑星 || Ocean church planet || OceanChurchZone || || 0 || 1 ||
|-
| /NewFolder/FLG/OFLG/0 || フローターランド惑星 || Floater land planet || FloaterLandZone || || 0 || 1 ||
|-
| /NewFolder/HPG || ヘルプロミネンス || Hell prominence || || || 0 || 1 ||
|-
| /NewFolder/HPG/0 || [シナリオ1] || [Scenario 1] || HellProminenceGalaxy || || 0 || 1 ||
|-
| /NewFolder/HPG/0 || [シナリオ2] || [Scenario 2] || HellProminenceGalaxy || || 0 || 2 ||
|-
| /NewFolder/HPG/0 || [シナリオ3] || [Scenario 3] || HellProminenceGalaxy || || 0 || 3 ||
|-
| /NewFolder/HPG/YZN || 各ゾーン || Each zone || || || 10 || 1 ||
|-
| /NewFolder/HPG/YZN/0 || メラメラ全滅惑星 || Meramera annihilated planet || ExterminateMerameraPlanetZone || A || 0 || 1 ||
|-
| /NewFolder/HPG/YZN/0 || C型ドッスン惑星 || C type Dosun planet || HellTypeCDossunPlanetZone || A || 0 || 3 ||
|-
| /NewFolder/HPG/YZN/0 || マグマライジングゾーン || Magma Rising Zone || HellMagmaRisingZone || A || 0 || 2 ||
|-
| /NewFolder/HPG/YZN/0 || ディノパックンLv2 || Dinopakkun Lv2 || DinoPackunBattleLv2Zone || A || 0 || 3 ||
|-
| /NewFolder/HPG/YZN/0 || ヘルホーム:シナリオ1 || Hell home: Scenario 1 || HellHomeZone || A || 0 || 1 ||
|-
| /NewFolder/HPG/YZN/0 || ヘルホーム:シナリオ2 || Hell home: Scenario 2 || HellHomeZone || B || 0 || 2 ||
|-
| /NewFolder/HPG/YZN/0 || ヘルホーム:シナリオ3 || Hell home: Scenario 3 || HellHomeZone || C || 0 || 3 ||
|-
| /NewFolder/HPG/YZN/0 || ヘルGキャプチャーゾーン || Hell G Capture Zone || HellGcapZone || A || 0 || 1 ||
|-
| /NewFolder/HPG/YZN/0 || ヘル崩落回廊ゾーン || Hell collapse corridor zone || HellLavaFloatingZone || A || 0 || 1 ||
|-
| /NewFolder/HPG/YZN/0 || ヘルメテオゾーン || Hell meteor zone || HellMeteoZone || A || 0 || 1 ||
|-
| /NewFolder/HPG/YZN/0 || 回転地面2D惑星 || Rotated ground 2D planet || HellRotateGround2DPlanetZone || A || 0 || 3 ||
|-
| /NewFolder/HPG/YZN/0 || ヘルJ字キラー惑星 || Hell J -shaped killer planet || HellJKillerZone || A || 0 || 1 ||
|-
| /NewFolder/HPG/YZN/0 || ヘル貝殻惑星 || Hell shell planet || HellShellZone || A || 0 || 1 ||
|-
| /NewFolder/HPG/YZN/0 || ヘル溶岩半球惑星 || Hell lava hemispherical planet || HellPoolBZone || A || 0 || 1 ||
|-
| /NewFolder/HPG/YZN/0 || ヘル溶岩回転惑星 || Hell lava rotation planet || HellPoolAZone || A || 0 || 1 ||
|-
| /NewFolder/HPG/HPS || 試作 || Trial production || || || 0 || 1 ||
|-
| /NewFolder/HPG/HPS/0 || 元祖溶岩ギャラクシー || Original lava galaxy || LavaGalaxy || || 0 || 1 ||
|-
| /NewFolder/HPG/HPS/0 || 溶岩メテオ || Lava meteor || LavaMeteoZone || || 0 || 1 ||
|-
| /NewFolder/HPG/HPS/0 || 崩落回廊ゾーン || Collapse corridor zone || LavaFloatingZone || || 0 || 1 ||
|-
| /NewFolder/HPG/HPS/0 || J字キラー惑星 || J -shaped killer planet || JKillerStageZone || || 0 || 1 ||
|-
| /NewFolder/HPG/HPS/0 || 貝殻惑星 || Shell planet || ShellLavaZone || || 0 || 1 ||
|-
| /NewFolder/HPG/HPS/0 || 溶岩回転惑星 || Lava rotation planet || LavaPoolAZone || || 0 || 1 ||
|-
| /NewFolder/HPG/HPS/0 || 溶岩半球惑星 || Lava hemispherical planet || LavaPoolBZone || || 0 || 1 ||
|-
| /NewFolder/HPG/HPS/0 || Gキャプチャーゾーン || G Capture Zone || LavaGcapBZone || || 0 || 1 ||
|-
| /NewFolder/HPG/HPS/0 || 溶岩ホーム || Lava platform || LavaHomeZone || || 0 || 1 ||
|-
| /NewFolder/0 || オーロラフロスト || Aurora Frost || IceGalaxy || || 0 || 1 ||
|-
| /NewFolder/0 || エルデザート || El desert || DesertGalaxy || || 0 || 1 ||
|-
| /NewFolder/0 || メックプラント || Mech plant || FactoryGalaxy || || 0 || 1 ||
|-
| /NewFolder/NewFolder4 || マグマコロシアム || Magmakorosium || || || 0 || 1 ||
|-
| /NewFolder/NewFolder4/0 || マグマコロシアム(溶岩2) || Magmakorosium (lava 2) || LavaGalaxy || || 0 || 1 ||
|-
| /NewFolder/NewFolder4/NewFolder || 各ゾーン || Each zone || || || 0 || 1 ||
|-
| /NewFolder/NewFolder4/NewFolder/0 || フローターオタキング試作 || Flower otaking prototype || FloaterOtakingTest || || 0 || 1 ||
|-
| /NewFolder/NewFolder3 || ダークレインボー || Dark Rainbow || || || 0 || 1 ||
|-
| /NewFolder/NewFolder3/0 || ダークレインボー || Dark Rainbow || DarkRainbowGalaxy || || 0 || 1 ||
|-
| /NewFolder/0 || ■クッパ戦3 || ■ Battle 3 || HosonoTest04 || || 0 || 1 ||
|-
| /NewFolder/ || テレサマリオ2DEx || Teresa Mario 2D Ex || || || 0 || 1 ||
|-
| /NewFolder/0 || テレサマリオ2Dレースゾーン || Teresa Mario 2D race zone || TeresaMario2DRaceZone || || 0 || 1 ||
|-
| /NewFolder/0 || テレサ2Dゾーン || Teresa 2D Zone || Teresa2DZone || || 0 || 1 ||
|-
| /NewFolder/NewFolder5 || ハニークライム || Honey Climb || || || 0 || 1 ||
|-
| /NewFolder/NewFolder5/0 || ハニービーExギャラクシー || Honeybee Ex Galaxy || HoneyBeeExGalaxy || || 0 || 1 ||
|-
| /NewFolder/NewFolder5/NewFolder || 各ゾーン || Each zone || || || 0 || 1 ||
|-
| /NewFolder/NewFolder5/NewFolder/0 || カベのぼりEx(A)ゾーン || Wall climbing Ex (A) zone || WallClimbExAZone || || 0 || 1 ||
|-
| /NewFolder/NewFolder5/NewFolder/0 || カベのぼりEx(B)ゾーン || Wall climbing Ex (B) zone || WallClimbExBZone || || 0 || 1 ||
|-
| /NewFolder/NewFolder5/NewFolder/0 || カベのぼりEx(C)ゾーン || Wall climbing Ex (C) zone || WallClimbExCZone || || 0 || 1 ||
|-
| /NewFolder/TamakoroExLv1Galaxy || トライアルボール || Trial ball || || || 0 || 1 ||
|-
| /NewFolder/TamakoroExLv1Galaxy/0 || タマコロExLv1ギャラクシー || Tamakoro ExLv1 Galaxy || TamakoroExLv1Galaxy || || 0 || 1 ||
|-
| /NewFolder/TamakoroExLv1Galaxy/NewFolder || 各ゾーン || Each zone || || || 0 || 1 ||
|-
| /NewFolder/TamakoroExLv1Galaxy/NewFolder/0 || タマコロEx(A)ゾーン || Tamakoro Ex (A) Zone || TamakoroExAZone || || 0 || 1 ||
|-
| /NewFolder/TamakoroExLv2Galaxy || チャレンジボール || Challenge ball || || || 0 || 1 ||
|-
| /NewFolder/TamakoroExLv2Galaxy/0 || タマコロExLv2ギャラクシー || Tamakoro ExLv2 Galaxy || TamakoroExLv2Galaxy || || 0 || 1 ||
|-
| /NewFolder/TamakoroExLv2Galaxy/NewFolder || 各ゾーン || Each zone || || || 0 || 1 ||
|-
| /NewFolder/TamakoroExLv2Galaxy/NewFolder/0 || タマコロEx(B)ゾーン || Tamakoro Ex (B) Zone || TamakoroExBZone || || 0 || 1 ||
|-
| /NewFolder/NewFolder11 || トライアルバブル || Trial bubble || || || 0 || 1 ||
|-
| /NewFolder/NewFolder11/0 || キューブあわExLv1ギャラクシー || Cube Bubble ExLv1 Galaxy || CubeBubbleExLv1Galaxy || || 0 || 1 ||
|-
| /NewFolder/NewFolder11/NewFolder || 各ゾーン || Each zone || || || 0 || 1 ||
|-
| /NewFolder/NewFolder11/NewFolder/0 || あわEX(A) || Bubble EX (A) || CubeBubbleExAZone || || 0 || 1 ||
|-
| /NewFolder/NewFolder11/NewFolder/0 || あわEX(D) || Bubble EX (D) || CubeBubbleExDZone || || 0 || 1 ||
|-
| /NewFolder/NewFolder12 || チャレンジバブル || Challenge bubble || || || 0 || 1 ||
|-
| /NewFolder/NewFolder12/0 || キューブあわExLv2ギャラクシー || Cube Bubble ExLv2 Galaxy || CubeBubbleExLv2Galaxy || || 0 || 1 ||
|-
| /NewFolder/NewFolder12/NewFolder || 各ゾーン || Each zone || || || 0 || 1 ||
|-
| /NewFolder/NewFolder12/NewFolder/0 || あわEx(B)ゾーン || Bubble Ex (B) zone || CubeBubbleExBZone || || 0 || 1 ||
|-
| /NewFolder/NewFolder12/NewFolder/0 || あわEx(C)ゾーン || Bubble Ex (C) Zone || CubeBubbleExCZone || || 0 || 1 ||
|-
| /NewFolder/NewFolder13 || 過去のギャラクシー || Past Galaxy || || || 0 || 1 ||
|-
| /NewFolder/NewFolder13/0 || 旧溶岩ギャラクシー || Old lava galaxy || LavaGalaxy || || 0 || 1 ||
|-
| /NewFolder/NewFolder13/0 || 旧天文台外側 || Outside of the Observatory || AstroGalaxyOld || || 0 || 1 ||
|-
| /NewFolder/NewFolder13/0 || E3ギャラクシー || E3 galaxy || GalaxyStage || || 0 || 1 ||
|-
| /PLA || プランナー試作 || Planner prototype || || || 10 || 1 ||
|-
| /PLA/KZM || 小泉 || Koizumi || || || 15 || 1 || [[Yoshiaki Koizumi]]
|-
| /PLA/KZM/0 || テレサレース実験 || Teresa race experiment || TeresaMario2DTMPGalaxy || || 0 || 1 ||
|-
| /PLA/KZM/0 || 旧ヘブンリービーチ || Old Heavenly Beach || WaterHomeZone || || 0 || 1 ||
|-
| /PLA/KZM/0 || 旧オーシャンリング || Old ocean ring || OceanRingOldZone || || 0 || 1 ||
|-
| /PLA/KZM/0 || 旧フローターランド || Former floater land || KozWaterMapAZone || || 0 || 1 ||
|-
| /PLA/KZM/0 || 旧海底火山惑星 || Former seabed volcano planet || SeaVolcanoZone || || 0 || 1 ||
|-
| /PLA/KZM/0 || 旧幽霊船の洞窟 || Former ghost ship cave || KozWaterMapBZone || || 0 || 1 ||
|-
| /PLA/KZM/0 || 旧鉄砲水惑星 || Former gunfire planet || BallBallZone || || 0 || 1 ||
|-
| /PLA/KZM/0 || 旧海洋惑星実験C || Former Marine Planetary Experiment C || KozWaterMapCZone || || 0 || 1 ||
|-
| /PLA/KZM/0 || 旧海底火山惑星 || Former seabed volcano planet || SeaVolcanoZone || || 0 || 1 ||
|-
| /PLA/KZM/0 || 小泉テスト(塔実験) || Koizumi test (tower experiment) || KoizumiTest || || 0 || 1 ||
|-
| /PLA/KZM/0 || 小泉テスト2(プレイヤー調整用) || Koizumi Test 2 (for player adjustment) || KoizumiTest2 || || 0 || 1 ||
|-
| /PLA/KZM/0 || 小泉テスト3(クモ実験) || Koizumi Test 3 (Spider experiment) || KoizumiTest3 || || 0 || 1 ||
|-
| /PLA/KZM/0 || 小泉テスト4(湖) || Koizumi Test 4 (Lake) || KoizumiTest4 || || 0 || 1 ||
|-
| /PLA/KZM/0 || 小泉テスト5(タマコロステーション) || Koizumi Test 5 (Tamakoro Station) || KoizumiTest5 || || 0 || 1 ||
|-
| /PLA/KZM/0 || 小泉テスト6(たんぽぽが丘実験) || Koizumi Test 6 (Dandelion Hill Experiment) || KoizumiTest6 || || 0 || 1 ||
|-
| /PLA/KZM/0 || BattleMap || BattleMap || BattleMap || || 0 || 1 ||
|-
| /PLA/KZM/0 || BattleMap2 || BattleMap2 || BattleMap2 || || 0 || 1 ||
|-
| /PLA/HYD || 林田 || Hayashida || || || 5 || 1 || [[Koichi Hayashida]]
|-
| /PLA/HYD/PhantomGalaxy || ファントムギャラクシー || Phantom Galaxy || || || 0 || 1 ||
|-
| /PLA/HYD/PhantomGalaxy/0 || ファントムギャラクシー || Phantom Galaxy || PhantomGalaxy || || 0 || 1 ||
|-
| /PLA/HYD/PhantomGalaxy/0 || Gキャプチャーチュートリアルゾーン || G Capture Tutorial Zone || GCaptureTutorialZone || || 0 || 1 ||
|-
| /PLA/HYD/PhantomGalaxy/0 || 旧ファントムギャラクシー || Former Phantom Galaxy || PhantomGalaxyOld || || 0 || 1 ||
|-
| /PLA/HYD/NewFolder3 || フォレストギャラクシー || Forest Galaxy || || || 0 || 1 ||
|-
| /PLA/HYD/NewFolder3/0 || フォレストギャラクシー || Forest Galaxy || ForestGalaxy || || 0 || 1 ||
|-
| /PLA/HYD/NewFolder3/0 || フォレストホームゾーン || Forest home zone || ForestHomeZone || || 0 || 1 ||
|-
| /PLA/HYD/NewFolder3/0 || エリンギプラネットゾーン || Eringi plastic need zone || EringiPlanetZone || || 0 || 1 ||
|-
| /PLA/HYD/NewFolder3/0 || 花咲く惑星イメージ || Flowering planet image || FlowerPlanetZone || || 0 || 1 ||
|-
| /PLA/HYD/Desert || 砂漠ギャラクシー || Desert Galaxy || || || 0 || 1 ||
|-
| /PLA/HYD/Desert/0 || 砂漠ギャラクシー || Desert Galaxy || DesertGalaxy || || 0 || 1 ||
|-
| /PLA/HYD/Desert/NewFolder || テスト || test || || || 0 || 1 ||
|-
| /PLA/HYD/Desert/NewFolder/0 || 砂漠ホームテスト1 || Desert Home Test 1 || DesertHomeTest || || 0 || 1 ||
|-
| /PLA/HYD/Desert/NewFolder/0 || 砂漠ホームテスト2 || Desert Home Test 2 || DesertHomeTest2 || || 0 || 1 ||
|-
| /PLA/HYD/Desert/NewFolder/0 || 砂漠ホームテスト3 || Desert Home Test 3 || DesertHome3Test || || 0 || 1 ||
|-
| /PLA/HYD/NewFolder2 || アイスギャラクシー || Ice galaxy || || || 0 || 1 ||
|-
| /PLA/HYD/NewFolder2/0 || アイスギャラクシー || Ice galaxy || IceGalaxy || || 0 || 1 ||
|-
| /PLA/HYD/NewFolder2/NewFolder || ゾーン || zone || || || 0 || 1 ||
|-
| /PLA/HYD/NewFolder2/NewFolder/0 || アイスネタテスト || Ice story test || IceHomeTestZone || || 0 || 1 ||
|-
| /PLA/HYD/NewFolder2/NewFolder/0 || ファイアマリオネタテスト || Fire Mario Neta Test || IceHomeTest2Zone || || 0 || 1 ||
|-
| /PLA/HYD/NewFolder2/NewFolder/0 || 三角プレートゾーン || Triangle plate zone || FallTriangleZone || || 0 || 1 ||
|-
| /PLA/HYD/NewFolder2/NewFolder/0 || 流氷ゾーン || Drift ice zone || DriftIceZone || || 0 || 1 ||
|-
| /PLA/HYD/NewFolder2/NewFolder/0 || 氷土管迷路ゾーン || Ice clay maze zone || IceMazeWithPipeZone || || 0 || 1 ||
|-
| /PLA/HYD/FCT || ファクトリーギャラクシー || Factory Galaxy || || || 5 || 1 ||
|-
| /PLA/HYD/FCT/0 || ファクトリーギャラクシー || Factory Galaxy || FactoryGalaxy || || 0 || 1 ||
|-
| /PLA/HYD/FCT/FCT || ゾーン || zone || || || 0 || 1 ||
|-
| /PLA/HYD/FCT/FCT/0 || スペースステーションゾーン || Space station zone || SpaceStationZone || || 0 || 1 ||
|-
| /PLA/HYD/FCT/FCT/0 || 壁重力ゾーン || Wall gravity zone || WallGravityZone || || 0 || 1 ||
|-
| /PLA/HYD/FCT/FCT/0 || メカキノコゾーン || Mecha mushroom zone || MechaKinokoZone || || 0 || 1 ||
|-
| /PLA/HYD/FCT/FCT/0 || ドンケツゾーン || Donketsu Zone || DonketuZone || || 0 || 1 ||
|-
| /PLA/HYD/FCT/FCT/0 || クルーズDPDゾーン || Cruise DPD zone || CruiseDPDZone || || 0 || 1 ||
|-
| /PLA/HYD/FCT/FCT/0 || クッキー工場ゾーン || Cookie factory zone || CookieFactoryZone || || 0 || 1 ||
|-
| /PLA/HYD/FCT/FCT/0 || ファクトリー内部ゾーン || Factory internal zone || FactoryInsideZone || || 0 || 1 ||
|-
| /PLA/HYD/FCT/0 || 玉コロドンケツファクトリー1面 || Tama Kolodonketsu Factory 1 side || FactoryStar || A || 0 || 1 ||
|-
| /PLA/HYD/FCT/0 || 玉コロドンケツファクトリー2面以降 || Tama Kolodonketsu Factory 2 and later || FactoryStar || B || 0 || 1 ||
|-
| /PLA/HYD/BSG || バトルシップギャラクシー || Battle Ship Galaxy || || || 5 || 1 ||
|-
| /PLA/HYD/BSG/0 || ★バトルシップギャラクシー || ★ Battle Ship galaxy || BattleShipGalaxy || || 0 || 1 ||
|-
| /PLA/HYD/BSG/0 || 移動用砲台チュートリアルゾーン || Mobile turret tutorial zone || CanonTutorialZone || || 0 || 1 ||
|-
| /PLA/HYD/BSG/0 || 穴ぼこキラー惑星ゾーン || Hole Bakko Killer Planetary Zone || HoleAndKillerPlanetZone || || 0 || 1 ||
|-
| /PLA/HYD/BSG/0 || トライポッドボス惑星ゾーン || Tripod boss planet zone || TripodBossPlanetZone || || 0 || 1 ||
|-
| /PLA/HYD/BSG/0 || レーザー&ボムシップゾーン || Laser & Bomb Ship Zone || LaserAndBombShipZone || || 0 || 1 ||
|-
| /PLA/HYD/BSG/0 || ミニクリボー惑星ゾーン || Mini Kiribo Planet Zone || MiniKuriZone || || 0 || 1 ||
|-
| /PLA/HYD/BSG/0 || ダブルUFOゾーン || Double UFO zone || DoubleUFOZone || || 0 || 1 ||
|-
| /PLA/HYD/BSG/0 || ナットシップゾーン || Nutship zone || NutShipZone || || 0 || 1 ||
|-
| /PLA/HYD/BSG/0 || チョロプーシップゾーン || Choropoo Ship Zone || ChoroShipZone || || 0 || 1 ||
|-
| /PLA/HYD/BSG/0 || 風船ダンベルゾーン || Balloon dumbbell zone || BalloonDumbbellZone || || 0 || 1 ||
|-
| /PLA/HYD/BSG/0 || ドラヤキゾーン || Drayer zone || DorayakiZone || || 0 || 1 ||
|-
| /PLA/HYD/BSG/0 || バトルシップ中ボスゾーン || Battleship during boss zone || BattleShipBossZone || || 0 || 1 ||
|-
| /PLA/HYD/Zone || 個別ゾーン || Individual zone || || || 0 || 1 ||
|-
| /PLA/HYD/Zone/0 || 蜂蜜うさぎ追いかけテスト || Honey rabbit chasing test || RabbitHoneyMoonTest || || 0 || 1 ||
|-
| /PLA/HYD/Zone/0 || 回転床オタキングテスト || Rotated floor otaking test || RotateFloorOtakingTest || || 0 || 1 ||
|-
| /PLA/HYD/Zone/0 || フローターオタキングテスト || Floater otaking test || FloaterOtakingTest || || 0 || 1 ||
|-
| /PLA/HYD/Zone/0 || キューブバブルチュートリアルゾーン || Cube bubble tutorial zone || CubeBubbleTutorialZone || || 0 || 1 ||
|-
| /PLA/HYD/Zone/0 || 雪タイルゾーン || Snow tile zone || SnowClearZone || || 0 || 1 ||
|-
| /PLA/HYD/Zone/0 || 泡EXサンプル || Foam EX sample || BubbleAcross || || 0 || 1 ||
|-
| /PLA/HYD/Zone/0 || フリップブロックゾーン || Flip block zone || FlipBlockZone || || 0 || 1 ||
|-
| /PLA/HYD/Zone/0 || 穴円筒ゾーン || Hole cylindrical zone || HoleCylinderZone || || 0 || 1 ||
|-
| /PLA/HYD/Zone/0 || 穴球ゾーン || Hole ball zone || HoleSphereZone || || 0 || 1 ||
|-
| /PLA/HYD/Zone/0 || ツインフォールゾーン || Twinfall Zone || TwinFallLakeZone || || 0 || 1 ||
|-
| /PLA/HYD/Zone/0 || ポイハナプラネットゾーン || Poihana Plastic Zone || PoihanaPlanetZone || || 0 || 1 ||
|-
| /PLA/HYD/Zone/0 || 上下さかさま塔ゾーン || Upper and lower Sakaasama Tower Zone || UpDownTowerZone || || 0 || 1 ||
|-
| /PLA/HYD/Zone/0 || NEW電撃ビリビリ惑星 || NEW Dengeki Billibiri Planet || BegomanHomePlanetZone || || 0 || 1 ||
|-
| /PLA/HYD/Zone/0 || 玉コロがけっぷち || Tamakoro Cliff || TestBallNarrowRoad || || 0 || 1 ||
|-
| /PLA/HYD/NewFolder || ドラヤキ提案 || Drayaki proposal || || || 0 || 1 ||
|-
| /PLA/HYD/NewFolder/0 || ドラヤキ表スター || Drayaki table star || DorayakiZone || || 0 || 1 ||
|-
| /PLA/HYD/NewFolder/0 || ドラヤキ裏スター || Drayaki back star || DorayakiToBottomZone || || 0 || 1 ||
|-
| /PLA/HYD/COC || ココツイン提案 || Koco -in proposal || || || 5 || 1 ||
|-
| /PLA/HYD/COC/0 || ココポイハナ || Coco Poihana || CocoPoihana || || 0 || 1 ||
|-
| /PLA/HYD/COC/0 || 重力変換ココツインゾーン || Gravity conversion Koco -in zone || CocoGChange || || 0 || 1 ||
|-
| /PLA/HYD/PNT || ピーナッツ提案 || Peanut proposal || || || 5 || 1 ||
|-
| /PLA/HYD/PNT/0 || ピーナッツウニゾー提案 || Peanut Unizo proposal || PeanutUnizo || || 0 || 1 ||
|-
| /PLA/HYD/PNT/0 || ピーナッツプロミネンス提案 || Peanut prominence proposal || PeanutSun || || 0 || 1 ||
|-
| /PLA/HYD/PNT/0 || ピーナッツベーゴマン提案 || Peanut Begoman proposal || PeanutBegoman || || 0 || 1 ||
|-
| /PLA/HYD/CLP || クリップ効果 || Clip effect || || || 5 || 1 ||
|-
| /PLA/HYD/CLP/0 || クリップフロアテスト || Clip floor test || ClipFloorTest || || 0 || 1 ||
|-
| /PLA/HYD/CLP/0 || クリップフロアテスト2 || Clip floor test 2 || SpotLightFloorTest || || 0 || 1 ||
|-
| /PLA/HYD/CLP/0 || テレサの暗闇部屋 || Teresa's dark room || SpotLight3DFloorTest || || 0 || 1 ||
|-
| /PLA/HYD/TPD || 三脚ボス || Tripod boss || || || 5 || 1 ||
|-
| /PLA/HYD/TPD/0 || 三脚ボスE3砲台下6→13キノピオ || Review Boss E3 Broadcast 6 → 13 Kinopio || TriPodBossE3_L6to10VerKinopio || || 0 || 1 ||
|-
| /PLA/HYD/TPD/0 || 三脚ボスE3砲台下6→13 || Rules Boss E3 Broadcast 6 → 13 || TriPodBossE3_L6to10Ver || || 0 || 1 ||
|-
| /PLA/HYD/TPD/0 || 三脚ボスE3砲台下6→14 || Rules Boss E3 below 6 → 14 || TriPodBossE3_L6to12Ver || || 0 || 1 ||
|-
| /PLA/HYD/TPD/0 || 三脚ボスE3砲台上6→8 || Rulvin Boss E3 Gansetto 6 → 8 || TriPodBossE3_U6to8Ver || || 0 || 1 ||
|-
| /PLA/HYD/TPD/0 || 三脚ボスE3砲台6 || Rules boss E3 turret 6 || TriPodBossE3Ver || || 0 || 1 ||
|-
| /PLA/HYD/TPD/0 || 三脚ボスE3砲台8 || Tripod boss E3 turret 8 || TriPodBossE3Lv2Ver || || 0 || 1 ||
|-
| /PLA/HYD/TPD/0 || 三脚ボスE3砲台12 || Rules boss E3 turret 12 || TriPodBossE3Lv3Ver || || 0 || 1 ||
|-
| /PLA/HYD/TPD/0 || 三脚ボスE3砲台下 || Breath boss E3 shell || TriPodBossE3LowVer || || 0 || 1 ||
|-
| /PLA/HYD/TPD/0 || 三脚ボステスト4月2nd || Tripod Bostest April 2nd || TriPodBossTestFourth || || 0 || 1 ||
|-
| /PLA/HYD/TPD/0 || 三脚ボステスト4月 || Boast Bostst April || TriPodBossTestThird || || 0 || 1 ||
|-
| /PLA/HYD/TPD/0 || 三脚ボステスト3月 || Rules Bostst March || TriPodBossTestHayashida2 || || 0 || 1 ||
|-
| /PLA/HYD/TPD/0 || 三脚ボステスト2月 || Tripod Bostest February || TriPodBossTestHayashida || || 0 || 1 ||
|-
| /PLA/HYD/MRC || メルカトル || Mercattle || || || 5 || 1 ||
|-
| /PLA/HYD/MRC/0 || 電撃びりびり迷路ボムヘイ || Dengeki Bomhei Bombhei || MercatorElecRailMazeBomb || || 0 || 1 ||
|-
| /PLA/HYD/MRC/0 || 電撃びりびり迷路ビリキュー || Dengeki Birthy Maze Birikyu || MercatorElecRailMaze || || 0 || 1 ||
|-
| /PLA/HYD/MRC/0 || 電撃びりびり迷路(地形バージョン) || Dengeki Birri Maze (terrain version) || MercatorElecRailMazeStatic || || 0 || 1 ||
|-
| /PLA/HYD/MRC/0 || 中氷迷路 || Middle ice maze || MercatorMiddleMaze || || 0 || 1 ||
|-
| /PLA/HYD/MRC/0 || 小氷迷路 || Small ice cage || MercatorSmallMaze || || 0 || 1 ||
|-
| /PLA/HYD/MRC/0 || ビリキュー回廊 || Virikyu corridor || MercatorPathPlanet || || 0 || 1 ||
|-
| /PLA/HYD/MRC/0 || ビリキュー回廊縦 || Villy queue corridor vertical || MercatorPathPlanetV || || 0 || 1 ||
|-
| /PLA/HYD/MRC/0 || メルカトル法テスト || Mercator Law Test || MercatorTest || || 0 || 1 ||
|-
| /PLA/HYD/NewFolder4 || テスト || test || || || 0 || 1 ||
|-
| /PLA/HYD/NewFolder4/0 || テスト || test || HayashidaTest || || 0 || 1 ||
|-
| /PLA/HYD/NewFolder4/0 || TestBall || TestBall || TestBall || || 0 || 1 ||
|-
| /PLA/HYD/NewFolder4/0 || TestBallHard || TestBallHard || TestBallHard || || 0 || 1 ||
|-
| /PLA/HYD/NewFolder4/0 || CubeMaze || CubeMaze || CubeMaze || || 0 || 1 ||
|-
| /PLA/HYD/NewFolder4/0 || 太陽系イメージ || Image of solar system || SolarSystemTest || || 0 || 1 ||
|-
| /PLA/HYD/NewFolder4/0 || 旧ワキミズ惑星ゾーン || Former Around Planetary Zone || SpringWaterPlanetZone1003 || || 0 || 1 ||
|-
| /PLA/HYD/NewFolder4/0 || 大泡移動ゾーン || Large foam movement zone || BubbleAcross || || 0 || 1 ||
|-
| /PLA/HYD/NewFolder4/0 || 巨大マップパーツテスト || Giant map parts test || Sandwich || || 0 || 1 ||
|-
| /PLA/HYD/NewFolder4/0 || 玉コロビッグスノー || Tamakoro Big Snow || IronBallSliderTest || || 0 || 1 ||
|-
| /PLA/HYD/NewFolder4/0 || ムッサーネタテスト || Musa Neta Test || WindValleyImage || || 0 || 1 ||
|-
| /PLA/HYD/NewFolder4/0 || スペースコロニーEX || Space Colony EX || SpaceColony || || 0 || 1 ||
|-
| /PLA/TJM || 辻村 || Tsujimura || || || 5 || 1 || [[Daisuke Tsujimura]]
|-
| /PLA/TJM/OCN || オーシャン || Ocean || || || 6 || 1 ||
|-
| /PLA/TJM/OCN/0 || ココツイン || Koco -in || CoCoTwinZone || || 0 || 1 ||
|-
| /PLA/TJM/OCN/0 || タコツボ || Octopus bumps || OctopusTrapZone || || 0 || 1 ||
|-
| /PLA/TJM/OCN/0 || フローターランドA || Floater land A || FloaterLandZone || A || 0 || 1 ||
|-
| /PLA/TJM/OCN/0 || フローターランドB || Floater land B || FloaterLandZone || B || 0 || 1 ||
|-
| /PLA/TJM/OCN/0 || フローターランドC || Floater land C || FloaterLandZone || C || 0 || 1 ||
|-
| /PLA/TJM/OCN/0 || フローターランドD || Floater land D || FloaterLandZone || D || 0 || 1 ||
|-
| /PLA/TJM/OCN/0 || 亀あてレクチャーゾーン || Turtle Lecture Zone || OceanTurtleLectureZone || || 0 || 1 ||
|-
| /PLA/TJM/LVA || 溶岩 || lava || || || 2 || 1 ||
|-
| /PLA/TJM/LVA/0 || 溶岩半球惑星 || Lava hemispherical planet || LavaPoolBZone || || 0 || 1 ||
|-
| /PLA/TJM/LVA/0 || 溶岩回転惑星 || Lava rotation planet || LavaPoolAZone || || 0 || 1 ||
|-
| /PLA/TJM/OCT || 実験 || experiment || || || 6 || 1 ||
|-
| /PLA/TJM/OCT/0 || 三脚Lv2 || Syujin Lv2 || TriPodBossLavaTest00Zone || || 0 || 1 ||
|-
| /PLA/TJM/OCT/0 || ファクトリー内側 || Inside the factory || FactoryInside || || 0 || 1 ||
|-
| /PLA/TJM/OCT/0 || おおあわ実験ゾーン || Ohwa experimental zone || BigBubbleTestZone || || 0 || 1 ||
|-
| /PLA/TJM/OCT/0 || 海洋回転惑星 || Ocean rotation planet || OceanRotatePlanetZone || || 0 || 1 ||
|-
| /PLA/SHI || 白井 || Shirai || || || 15 || 1 || [[Futoshi Shirai]]
|-
| /PLA/SHI/0 || ベルコンEX || Belcon EX || BeltConveyerExZone || || 0 || 1 ||
|-
| /PLA/SHI/0 || ファントムギャラクシー || Phantom Galaxy || PhantomGalaxy || || 0 || 1 ||
|-
| /PLA/SHI/0 || 重力回転バイキング || Gravity rotation buffet || CommonBlocks || || 0 || 1 ||
|-
| /PLA/SHI/0 || 音符実験 || Museum experiment || BattleMap2 || || 0 || 1 ||
|-
| /PLA/SHI/0 || うさぎ迷路キューブ || Rabbit maze cube || IceCubeStage || || 0 || 1 ||
|-
| /PLA/SHI/0 || エリンギ遺跡改 || Eringi land remains || EringiTornado || || 0 || 1 ||
|-
| /PLA/SHI/0 || エリンギEX(土星) || Eringi EX (Saturn) || SaturnEx || || 0 || 1 ||
|-
| /PLA/SHI/0 || トイステーション || Toy station || TrainPlanet || || 0 || 1 ||
|-
| /PLA/SHI/0 || スピンドライバー祭り || Spin River Festival || SpinDriverFestival || || 0 || 1 ||
|-
| /PLA/SHI/0 || 100匹クリボー || 100 animals || SlopeTest || || 0 || 1 ||
|-
| /PLA/SHI/0 || クリボーミニ惑星 || Criboe Mini Planet || MiniKuriStage || || 0 || 1 ||
|-
| /PLA/SHI/0 || J型キラー惑星 || J -type killer planet || JKillerStage || || 0 || 1 ||
|-
| /PLA/SHI/0 || ヨッシー惑星EX || Yoshi Planet EX || MercatorEx || || 0 || 1 ||
|-
| /PLA/SHI/0 || 惑星渡り継ぎネタ || Planet over || PlanetCollection || || 0 || 1 ||
|-
| /PLA/SHI/0 || 惑星無限回廊 || Planet an infinite corridor || InfinityLoopPlanet || || 0 || 1 ||
|-
| /PLA/SHI/0 || 惑星壁ジャンプ実験場 || Planetary wall jumping experimental site || WallJumpTest || || 0 || 1 ||
|-
| /PLA/SHI/0 || 汎用マップパーツ || General -purpose map parts || CommonMapParts || || 0 || 1 ||
|-
| /PLA/SHI/0 || エリンギ遺跡 || Eryngii ruins || Eringi || || 0 || 1 ||
|-
| /PLA/SHI/0 || エリンギ遺跡(0209) || Eringi Real Real (0209) || EringiKeep || || 0 || 1 ||
|-
| /PLA/SHI/0 || エリンギ遺跡(0120) || Eringi Land Reals (0120) || EringiBack || || 0 || 1 ||
|-
| /PLA/SHI/0 || 脳トレEX || Brain training EX || NoEx || || 0 || 1 ||
|-
| /PLA/SHI/0 || ヨッシーDPD || Yoshi DPD || YoshiDpdNew || || 0 || 1 ||
|-
| /PLA/SHI/0 || ジャングルクルーズDPD || Jungle Cruise DPD || AmidaExNew || || 0 || 1 ||
|-
| /PLA/SHI/0 || 和風EX || Japanese style EX || KomaEX || || 0 || 1 ||
|-
| /PLA/SHI/0 || アナボコEX || Anaboko EX || SampleEX || || 0 || 1 ||
|-
| /PLA/SHI/0 || シーソーEX || Seiso EX || SeesawEx || || 0 || 1 ||
|-
| /PLA/SHI/0 || コインホップEX || Coin hop EX || CoinEx || || 0 || 1 ||
|-
| /PLA/SHI/0 || スターEX || Star EX || StarEx || || 0 || 1 ||
|-
| /PLA/SHI/0 || ディグダグキューブEX || Diga dug cube EX || BrokenStar || || 0 || 1 ||
|-
| /PLA/SHI/0 || トレインステーション || Train station || Bridge || || 0 || 1 ||
|-
| /PLA/SHI/0 || バッタンドミノ || Grasshopper || Domino || || 0 || 1 ||
|-
| /PLA/SHI/0 || スペースバイキング || Space buffet || SpaceShip || || 0 || 1 ||
|-
| /PLA/SHI/0 || 島惑星ドルピック || Island Planet Dolpic || dolphin || || 0 || 1 ||
|-
| /PLA/SHI/0 || くるくるEX || Kurukurukuru EX || MapParts || || 0 || 1 ||
|-
| /PLA/SHI/0 || 太陽EX || Sun EX || Saturn || || 0 || 1 ||
|-
| /PLA/SHI/0 || 汎用マップパーツ || General -purpose map parts || CommonMapParts || || 0 || 1 ||
|-
| /PLA/SHI/0 || 汎用積木マップパーツ || General -purpose bracket map parts || CommonBlocks || || 0 || 1 ||
|-
| /PLA/SHI/0 || スペースパーク || Space park || Dokan || || 0 || 1 ||
|-
| /PLA/SHI/0 || レボコン || Revocon || Revocon || || 0 || 1 ||
|-
| /PLA/KBT || 川端 || Kawabata || || || 8 || 1 || [[Toshihiro Kawabata]]
|-
| /PLA/KBT/TMP || 作業用 || For work || || || 8 || 1 ||
|-
| /PLA/KBT/TMP/0 || TempMapA || TempMapA || TempMapA || || 0 || 1 ||
|-
| /PLA/KBT/TMP/0 || TempMapB || TempMapB || TempMapB || || 0 || 1 ||
|-
| /PLA/KBT/TMP/0 || TempMapC || TempMapC || TempMapC || || 0 || 1 ||
|-
| /PLA/KBT/TMP/0 || TempMapD || TempMapD || TempMapD || || 0 || 1 ||
|-
| /PLA/KBT/TMP/0 || TempMapE || TempMapE || TempMapE || || 0 || 1 ||
|-
| /PLA/KBT/TMP/0 || JmapTest || JmapTest || JmapTest || || 0 || 1 ||
|-
| /PLA/KBT/TMP/0 || ConfigTestStage || ConfigTestStage || ConfigTestStage || || 0 || 1 ||
|-
| /PLA/KBT/TMP/0 || T7fTestStage || T7fTestStage || T7fTestStage || || 0 || 1 ||
|-
| /PLA/KBT/0 || オニマス惑星ゾーン || Onimus planet zone || OnimasuZone || || 0 || 1 ||
|-
| /PLA/KBT/0 || ゴルフ惑星A || Golf Planet A || GolfPlanet || A || 0 || 1 ||
|-
| /PLA/KBT/0 || ゴルフ惑星B || Golf Planet B || GolfPlanet || B || 0 || 1 ||
|-
| /PLA/KBT/0 || ゴルフ惑星C || Golf Planet C || GolfPlanet || C || 0 || 1 ||
|-
| /PLA/KBT/0 || どうぶつのマップ || Animal map || DrumMap || || 0 || 1 ||
|-
| /PLA/KBT/0 || キューブステージ || Cube stage || CubeCubeCube || || 0 || 1 ||
|-
| /PLA/KBT/0 || E3用EXステージ || EX stage for E3 || E3Ex || || 0 || 1 ||
|-
| /PLA/KBT/0 || StarManFort2 || StarManFort2 || StarManFort2 || || 0 || 1 ||
|-
| /PLA/KBT/0 || StarManMap || StarManMap || StarManMap || || 0 || 1 ||
|-
| /PLA/kkn || かきぬま || Kakinuma || || || 10 || 1 || [[Haruka Kakinuma]]
|-
| /PLA/kkn/NewFolder6 || クッパ戦Vs3ギャラクシー || Battle VS3 Galaxy || || || 0 || 1 ||
|-
| /PLA/kkn/NewFolder6/0 || クッパ戦Vs3本戦 || Battle VS3 Battle || KoopaBattleVs3BossZone || || 0 || 1 ||
|-
| /PLA/kkn/NewFolder6/0 || クッパ戦Vs3ギャラクシー || Battle VS3 Galaxy || KoopaBattleVs3Galaxy || || 0 || 1 ||
|-
| /PLA/kkn/NewFolder5 || ファントムギャラクシー || Phantom Galaxy || || || 5 || 1 ||
|-
| /PLA/kkn/NewFolder5/0 || クモの巣ゾーン(0220試作) || Spider nest zone (0220 prototype) || PhantomNest0220Zone || || 0 || 1 ||
|-
| /PLA/kkn/NewFolder5/0 || ぽよぽよ惑星ゾーン || Poyopoyo Planetary Zone || PoyoPoyoPlanetZone || || 0 || 1 ||
|-
| /PLA/kkn/NewFolder5/0 || ファントム星クズの星ゾーン || Phantom Star Kuzu's Star Zone || PhantomStarDustPlanetZone || || 0 || 1 ||
|-
| /PLA/kkn/NewFolder5/0 || ファントムクモの巣ゾーン || Phantom mud nest zone || PhantomNestZone || || 0 || 1 ||
|-
| /PLA/kkn/NewFolder5/0 || ファントム穴ぼこゾーン || Phantom holes Boko Zone || PhantomHoleZone || || 0 || 1 ||
|-
| /PLA/kkn/NewFolder5/0 || ファントム氷メイロ惑星ゾーン || Phantom ice Mayiro planet zone || PhantomIceMaze || || 0 || 1 ||
|-
| /PLA/kkn/NewFolder5/0 || ファントム宇宙墓場ゾーン || Phantom Space Graveyard Zone || PhantomSpaceGraveyard || || 0 || 1 ||
|-
| /PLA/kkn/NewFolder5/0 || ファントムトゥームスパイダーゾーン || Phantom Tomb Spider Zone || PhantomBossSpider || || 0 || 1 ||
|-
| /PLA/kkn/NewFolder5/0 || ファントム星のたまごゾーン || Phantom star egg zone || StarEggMapZone || || 0 || 1 ||
|-
| /PLA/kkn/NewFolder4 || 溶岩ギャラクシー || Lava galaxy || || || 5 || 1 ||
|-
| /PLA/kkn/NewFolder4/0 || 溶岩ホーム || Lava platform || LavaHome || || 0 || 1 ||
|-
| /PLA/kkn/NewFolder3 || テスト || test || || || 10 || 1 ||
|-
| /PLA/kkn/NewFolder3/NewFolder3 || キャノンフリートG関連 || Cannon Fleet G related || || || 0 || 1 ||
|-
| /PLA/kkn/NewFolder3/NewFolder3/0 || 2D重力回転ゾーン || 2D gravity rotation zone || CanonTurnOverZone || || 0 || 1 ||
|-
| /PLA/kkn/NewFolder3/NewFolder2 || ヘルプロミネンスG関連 || Hell Prominence G related || || || 0 || 1 ||
|-
| /PLA/kkn/NewFolder3/NewFolder2/0 || 新生平面EX || Shinsei plane EX || NewPlaneEX || || 0 || 1 ||
|-
| /PLA/kkn/NewFolder3/NewFolder || クッパ戦 || War || || || 0 || 1 ||
|-
| /PLA/kkn/NewFolder3/NewFolder/0 || クッパ戦vs1テスト || Battle VS1 Test || KoopaBattleVS1MapTest || || 0 || 1 ||
|-
| /PLA/kkn/NewFolder3/0 || スターラインテスト || Star Line test || StarLineTest || || 0 || 1 ||
|-
| /PLA/kkn/NewFolder3/0 || バースデーケーキステージ || Birthday cake stage || BirthdayCakeStage || || 0 || 1 ||
|-
| /PLA/kkn/NewFolder3/0 || KakiTestStage || KakiTestStage || KakiTestStage || || 0 || 1 ||
|-
| /PLA/kkn/NewFolder3/0 || ★花咲く惑星竹内さん用(もぐっちいます) || ★ For the flower blooming planet Takeuchi || FlowerPlanetTakeuchi || || 0 || 1 ||
|-
| /PLA/kkn/NewFolder3/0 || テレサマリオコースゾーンバグ検出用 || For Teresa Mario Course Zone Bug detection || TeresaMarioCourseZoneBag || || 0 || 1 ||
|-
| /PLA/kkn/NewFolder3/0 || 3つの木 || Three trees || ThreeTreePlanet || || 0 || 1 ||
|-
| /PLA/kkn/NewFolder3/0 || 浮島テストマップ || Ukishima test map || SpringWaterFloaterTest || || 0 || 1 ||
|-
| /PLA/kkn/NewFolder3/0 || メルカトルテストマップ || Mercattle test map || MercatorTestMap || || 0 || 1 ||
|-
| /PLA/kkn/NewFolder3/0 || ワキミズ惑星古い(林田さんに貰った古いver.) || Wakimizu planet old (old ver from Mr. Hayashida) || SpringWaterPlanetZoneOld || || 0 || 1 ||
|-
| /PLA/kkn/NewFolder3/0 || ワキミズ浮島惑星B(実験中) || Wakimizu Ukishima Planet B (during experiment) || SmallSpringWaterPlanetB || || 0 || 1 ||
|-
| /PLA/kkn/NewFolder3/0 || ワキミズ浮島惑星(実験中) || Wakimizu Ukishima Planet (during experiment) || SmallSpringWaterPlanet || || 0 || 1 ||
|-
| /PLA/kkn/NewFolder3/0 || 柿沼用溶岩ホーム || Lava platform for Kakinuma || LavaHomeKakinuma || || 0 || 1 ||
|-
| /PLA/kkn/NewFolder3/0 || 横部さん用溶岩ホーム || Lava platform for skiing || LavaHomeYokobe || || 0 || 1 ||
|-
| /PLA/kkn/NewFolder3/0 || ブロックテスト || Block test || BlockTestMap || || 0 || 1 ||
|-
| /PLA/kkn/NewFolder3/0 || くも床テスト || Kumo floor test || PhantomSpider || || 0 || 1 ||
|-
| /PLA/kkn/NewFolder3/0 || 古い星くずの星 || Older stars || StarDustPlanet || || 0 || 1 ||
|-
| /PLA/kkn/NewFolder3/0 || 星のたまごテストバグ || Star egg test bug || StarEggMapBag || || 0 || 1 ||
|-
| /PLA/kkn/NewFolder3/0 || 土管テスト || Clay pipe test || PipeTestMap || || 0 || 1 ||
|-
| /PLA/kkn/NewFolder3/0 || 音符オブジェ || Note object || NoteObjStageA || || 0 || 1 ||
|-
| /PLA/kkn/NewFolder3/0 || オタロック:溶岩ホーム火山内部 || Otarock: Inside the Lava Home Volcano || OtaRockStage || || 0 || 1 ||
|-
| /PLA/kkn/NewFolder3/0 || 新べーゴマン連星 || New Begoman Ren || BegomanIslandB || || 0 || 1 ||
|-
| /PLA/kkn/NewFolder3/0 || 電撃ビリビリ惑星 || Dengeki Biribiri Planet || ElectricStage || || 0 || 1 ||
|-
| /PLA/kkn/NewFolder3/0 || テストステージE3 || Test stage E3 || KakinumaTest || || 0 || 1 ||
|-
| /PLA/kkn/NewFolder2 || ファントムケイブギャラクシー || Phantom Cave Galaxy || || || 5 || 1 ||
|-
| /PLA/kkn/NewFolder2/0 || テレサマリオコースゾーン || Teresa Mario Course Zone || TeresaMarioCourseZone || || 0 || 1 ||
|-
| /PLA/kkn/NewFolder2/0 || ポールウニゾー惑星 || Paul Unizo planet || PoleUnizoZone || || 0 || 1 ||
|-
| /PLA/kkn/NewFolder2/0 || J字水惑星 || J -shaped water planet || JWaterZone || || 0 || 1 ||
|-
| /PLA/kkn/NewFolder2/0 || ウサギと亀と月ゾーン || Rabbit, turtle and moon zone || RabbitMoonZone || || 0 || 7 ||
|-
| /PLA/kkn/NewFolder || フォレストギャラクシー || Forest Galaxy || || || 5 || 1 ||
|-
| /PLA/kkn/NewFolder/0 || 花咲く惑星ゾーン || Flowering planet zone || FlowerPlanetZone || || 0 || 1 ||
|-
| /PLA/ikkaku || 一角 || Ikkaku || || || 0 || 1 || [[Takayuki Ikkaku]]
|-
| /PLA/ikkaku/0 || あわEX(A) || Bubble EX (A) || CubeBubbleEXAZone || || 0 || 1 ||
|-
| /PLA/ikkaku/0 || あわEX(B) || Bubble EX (B) || CubeBubbleEXBZone || || 0 || 1 ||
|-
| /PLA/ikkaku/0 || あわEX(C) || Bubble EX (C) || CubeBubbleEXCZone || || 0 || 1 ||
|-
| /PLA/ikkaku/0 || あわEX(D) || Bubble EX (D) || CubeBubbleExDZone || || 0 || 1 ||
|-
| /PLA/ikkaku/0 || かつてのタイムアタックゾーン || Former time attack zone || OldTimeAttackZone || || 0 || 1 ||
|-
| /PLA/ikkaku/0 || まゆEX || Mayu EX || CocoonEXZone || || 0 || 1 ||
|-
| /PLA/ikkaku/0 || キャノン砲Gキャプチャゾーン || Canon gun G capture zone || CannonGCaptureZone || || 0 || 1 ||
|-
| /PLA/ikkaku/0 || タイムアタックゾーン・一角試作 || Time Attack Zone / Square Prototype || IkkakuTimeAttackZone || || 0 || 1 ||
|-
| /PLA/ikkaku/0 || アステロイドベルトゾーン || Asteroid belt zone || AsteroidBeltZone || || 0 || 1 ||
|-
| /PLA/ikkaku/0 || かべわたり(A)ゾーン || Kabawa (A) Zone || WallCrossAZone || || 0 || 1 ||
|-
| /PLA/ikkaku/0 || かべわたり(B)ゾーン || Kabawa (B) zone || WallCrossBZone || || 0 || 1 ||
|-
| /PLA/ikkaku/0 || 天文台外側負荷実験 || Observatory outside the outside load experiment || IkkakuAstroGalaxy || || 0 || 1 ||
|-
| /PLA/ikkaku/0 || キノピオの挑戦状 || Kinopio challenge letter || IkkakuTest || || 0 || 1 ||
|-
| /PLA/菅野 || 菅野 || Kanno || || || 0 || 1 || [[Ryutaro Kanno]]
|-
| /PLA/菅野/0 || ボルケーノプラネットテスト || Volcano Planet Test || VolcanoPlanetZone || || 0 || 1 ||
|-
| /PLA/菅野/0 || アイスマウンテンテスト || Iced Ice Mountain Test || IceMountainZone || || 0 || 1 ||
|-
| /PLA/菅野/0 || 暗闇2 || Darkness 2 || PhantomDarknessRoomZone || || 0 || 1 ||
|-
| /PLA/菅野/0 || 重力反転2D || Gravity reversal 2D || TestMapKannoA || || 0 || 1 ||
|-
| /DES || デザイナー試作 || Designer prototype || || || 10 || 1 ||
|-
| /DES/HashimotoTest || 橋本 || Hashimoto || || || 0 || 1 || [[Kazunori Hashimoto]]
|-
| /DES/HashimotoTest/0 || 橋本テストステージ1 || Hashimoto Test Stage 1 || HashimotoTest || || 0 || 1 ||
|-
| /DES/HashimotoTest/0 || 橋本テストステージ2 || Hashimoto Test Stage 2 || HashimotoTest2Map || || 0 || 1 ||
|-
| /DES/NewFolder2 || 竹村 || Takemura || || || 0 || 1 || [[Hiromu Takemura]]
|-
| /DES/NewFolder2/0 || 試作1(TakemuraTestA) || Prototype 1 (TakemuraTestA) || TakemuraTestA || || 0 || 1 ||
|-
| /DES/NewFolder2/0 || 試作2(TakemuraTestB) || Prototype 2 (TakemuraTestB) || TakemuraTestB || || 0 || 1 ||
|-
| /DES/SNM || 新元 || Shingen || || || 15 || 1 ||
|-
| /DES/SNM/0 || アイスマウンテン || Ice mountain || TestMapKannoB || A || 0 || 1 ||
|-
| /DES/SNM/CAM || 球状カメラテスト || Globic camera test || || || 15 || 1 ||
|-
| /DES/SNM/CAM/0 || 球状カメラテスト1 || Glossy camera test 1 || SphereCameraTest01a || || 0 || 1 ||
|-
| /DES/SNM/CAM/0 || 球状カメラテスト2 || Glossy camera test 2 || SphereCameraTest02b || || 0 || 1 ||
|-
| /DES/SNM/CAM/0 || 球状カメラテスト3 || Glossy camera test 3 || SphereCameraTest03c || || 0 || 1 ||
|-
| /DES/SNM/0 || 蟻の巣 || Ant's nest || AntNest || || 0 || 1 ||
|-
| /DES/SNM/0 || オーシャンリング実験 || Oceaning experiment || PlanetTwinPlane || || 0 || 1 ||
|-
| /DES/SNM/0 || プチプラネット火山 || Petit Planet Volcano || PuchiPlanetVolcano || || 0 || 1 ||
|-
| /DES/SNM/0 || 鳥と昆虫の惑星(散策地形) || Planets for birds and insects (stroll terrain) || GravityGlobe || || 0 || 1 ||
|-
| /DES/SNM/0 || アリンコ実験 || Arinko experiment || AntNestTest || || 0 || 1 ||
|-
| /DES/SNM/0 || 砂漠実験 || Desert experiment || DesertTest || || 0 || 1 ||
|-
| /DES/SNM/0 || 平面Ex || Plaid EX || PlaneEx || || 0 || 1 ||
|-
| /DES/SNM/0 || 鳥と昆虫の惑星(NEWバージョン) || Planet of birds and insects (NEW version) || FlightMap || || 0 || 1 ||
|-
| /DES/SNM/0 || クライマーズハイ || Climbers High || ClimbHigh || || 0 || 1 ||
|-
| /DES/SNM/0 || 宇宙の墓場(廃ロケット含む) || Space Graveyard (including abandoned rockets) || SpaceCemetery || || 0 || 1 ||
|-
| /DES/SNM/0 || 貝殻惑星(溶岩ギャラクシー) || Shell planet (lava galaxy) || ShellLava || || 0 || 1 ||
|-
| /DES/SNM/0 || 溶岩メテオ(溶岩ギャラクシー) || Lava Meteor (lava galaxy) || LavaMeteo || || 0 || 1 ||
|-
| /DES/SNM/0 || グリーンフォレスト || Green forest || GreenForest || || 0 || 1 ||
|-
| /DES/三脚 || 細野 || Hosono || || || 15 || 1 || [[Takeshi Hosono]]
|-
| /DES/三脚/NewFolder4 || 三脚サンプル || Tripod sample || || || 0 || 1 ||
|-
| /DES/三脚/NewFolder4/0 || 三脚サンプルA || Tripod sample A || TriPodBossZoneSampleA || A || 0 || 1 ||
|-
| /DES/三脚/NewFolder4/0 || 三脚サンプルB || Tripod sample B || TriPodBossZoneSampleB || A || 0 || 1 ||
|-
| /DES/三脚/New || スカルシャークボス || Skals Shak Boss || || || 0 || 1 ||
|-
| /DES/三脚/New/0 || スカルシャークボス(シンプル) || Skull Shak Boss (Simple) || SubmarineVolcanoPlanetZoneB || A || 0 || 1 ||
|-
| /DES/三脚/NewFolder3 || サンドゴーレム || Sand golem || || || 0 || 1 ||
|-
| /DES/三脚/NewFolder3/0 || サンドゴーレムピラミッド型 || Sand Golem Pyramid type || KoopaJrDriverGalaxy0528b || || 0 || 1 ||
|-
| /DES/三脚/NewFolder3/0 || サンドゴーレム逆さバージョン || Sand Golem Upside -down version || KoopaJrDriverGalaxy0527 || || 0 || 1 ||
|-
| /DES/三脚/NewFolder3/0 || サンドゴーレムシリンダー型 || Sandgolem cylinder type || KoopaJrDriverGalaxy0524 || || 0 || 1 ||
|-
| /DES/三脚/NewFolder2 || 検証用 || Verification || || || 0 || 1 ||
|-
| /DES/三脚/NewFolder2/0 || サンドゴーレムテスト || Sand Golem test || KoopaJrDriverGalaxy0524 || A || 0 || 1 ||
|-
| /DES/三脚/NewFolder2/0 || 球状ボーリング || Spherical bowling || HosonoBossTestF || || 0 || 1 ||
|-
| /DES/三脚/NewFolder2/0 || ワイヤー重力サンプル || Wire gravity sample || HosonoBossTestC || || 0 || 1 ||
|-
| /DES/三脚/NewFolder2/0 || アイスボーリング || Ice boring || HosonoBossTestD || || 0 || 1 ||
|-
| /DES/三脚/NewFolder2/0 || ハーフパイプスケート || Half pipe skating || HosonoBossTestE || || 0 || 1 ||
|-
| /DES/三脚/NewFolder2/0 || テスト || test || HosonoBossTestD || || 0 || 1 ||
|-
| /DES/三脚/NewFolder || フォレスト || Forest || || || 0 || 1 ||
|-
| /DES/三脚/NewFolder/0 || ハニークイーン惑星確認用 || Honey Queen For Confirmation || HoneyQueenZoneTmp || A || 0 || 1 ||
|-
| /DES/三脚/NewFolder/0 || フォレストボス惑星確認用 || Forest boss for confirmation || HoneyQueenBattleTest9 || A || 0 || 1 ||
|-
| /DES/三脚/NewFolder/NewFolder || 検証履歴 || Verification history || || || 0 || 1 ||
|-
| /DES/三脚/NewFolder/NewFolder/0 || ボスカメムシ最新 || Boskemugi latest || HoneyQueenBattleTest7 || || 0 || 1 ||
|-
| /DES/三脚/NewFolder/NewFolder/0 || プリミティブ検証 || Primitive verification || HoneyQueenBattleTest4 || || 0 || 1 ||
|-
| /DES/三脚/NewFolder/NewFolder/0 || ボスカメムシ戦(旧) || Battle Battle Battle (Old) || HoneyQueenBattleTest6 || || 0 || 1 ||
|-
| /DES/三脚/NewFolder/NewFolder/0 || ハニークイーン戦その3 || Honey Queen Battle Part 3 || HoneyQueenBattleTest3 || || 0 || 1 ||
|-
| /DES/三脚/NewFolder/NewFolder/HonetQueenBattle2 || ハニークイーン戦その2 || Honey Queen Battle Part 2 || || || 0 || 1 ||
|-
| /DES/三脚/NewFolder/NewFolder/HonetQueenBattle2/0 || LV2 || LV2 || HoneyQueenBattleTest2LV2 || || 0 || 1 ||
|-
| /DES/三脚/NewFolder/NewFolder/HonetQueenBattle2/0 || LV1 || LV1 || HoneyQueenBattleTest2LV1 || || 0 || 1 ||
|-
| /DES/三脚/NewFolder/NewFolder/0 || ハニークイーン戦その1 || Honey Queen Battle Part 1 || HoneyQueenBattleTest1 || || 0 || 1 ||
|-
| /DES/三脚/0 || 海底火山惑星リファイン || Seabed Volcano Planet Refein || TestMapG13 || || 0 || 1 ||
|-
| /DES/三脚/0 || 跳ね返りコードテスト || Bouncing code test || TestMapG12 || || 0 || 1 ||
|-
| /DES/三脚/0 || マップパーツサンプル地形 || Map parts sample terrain || TestMapG10 || || 0 || 1 ||
|-
| /DES/三脚/0 || オーシャンリングテスト || Ocean ring test || OceanRingHosonoZone || || 0 || 1 ||
|-
| /DES/三脚/0 || 海底火山惑星 || Seabed volcano planet || SubmarineVolcanoPlanetZone || || 0 || 1 ||
|-
| /DES/三脚/0 || メルカトルサンプル || Mercattle sample || TestMapG3 || || 0 || 1 ||
|-
| /DES/三脚/0 || LODテストステージ || LOD test stage || LODTestStage || || 0 || 1 ||
|-
| /DES/三脚/ONS || 温泉わくわく星 || Hot spring exciting star || || || 15 || 1 ||
|-
| /DES/三脚/ONS/0 || オタクイーン戦 || Otaku Eien Battle || HotSpringPlanet || A || 0 || 1 ||
|-
| /DES/三脚/ONS/0 || オタクロック戦 || Otaku rock battle || HotSpringPlanet || B || 0 || 1 ||
|-
| /DES/三脚/ONS/0 || オタキング戦 || Otaking battle || HotSpringPlanet || C || 0 || 1 ||
|-
| /DES/三脚/ONS/0 || 芋煮会パーティー || Potato party party || HotSpringPlanet || D || 0 || 1 ||
|-
| /DES/三脚/ONS/0 || 水流スライダー || Water flow slider || HotSpringPlanet || E || 0 || 1 ||
|-
| /DES/三脚/ONS/0 || 赤コインDPD || Red coin DPD || HotSpringPlanet || F || 0 || 1 ||
|-
| /DES/三脚/ONS/0 || 天空のシャイン || Shine in the sky || HotSpringPlanet || G || 0 || 1 ||
|-
| /DES/三脚/ONS/0 || チャレンジコース || Challenge course || HotSpringPlanet || H || 0 || 1 ||
|-
| /DES/三脚/ONS/0 || スライダーシナリオ1 || Slider scenario 1 || HotSpringPlanetSlider || A || 0 || 1 ||
|-
| /DES/三脚/ONS/0 || スライダーシナリオ2 || Slider scenario 2 || HotSpringPlanetSlider || B || 0 || 1 ||
|-
| /DES/三脚/ONK || 温泉わくわく星再編 || Hot spring exciting star reorganization || || || 15 || 1 ||
|-
| /DES/三脚/ONK/0 || ロープネタA || Rope Neta A || RopeTestStageA || || 0 || 1 ||
|-
| /DES/三脚/ONK/0 || ロープネタB || Rope Neta B || RopeTestStageB || || 0 || 1 ||
|-
| /DES/三脚/ONK/0 || 滑りロープA || Slipping rope A || SlidingRopeTestStageA || || 0 || 1 ||
|-
| /DES/三脚/ONK/0 || 滑りロープB || Slipping rope B || SlidingRopeTestStageB || || 0 || 1 ||
|-
| /DES/三脚/ONK/0 || タコボー || Octopus || TakoboTestStageA || || 0 || 1 ||
|-
| /DES/三脚/ONK/0 || ミニオタクロック || Mini ota clock || OtakuRockTestStage || || 0 || 1 ||
|-
| /DES/三脚/0 || 球面地形 || Spherical terrain || TestMapC || || 0 || 1 ||
|-
| /DES/三脚/0 || フォグテスト || Fog test || FogTestStage || || 0 || 1 ||
|-
| /DES/三脚/0 || コンボ実験場 || Combo experimental site || ComboStage || || 0 || 1 ||
|-
| /DES/三脚/0 || サル山温泉惑星 || Salan Onsen planet || TestMapA || || 0 || 1 ||
|-
| /DES/三脚/0 || キューブ || Cube || TestMapB || || 0 || 1 ||
|-
| /DES/三脚/0 || ウッドブロック || Wood block || WoodBlockTestStageA || || 0 || 1 ||
|-
| /DES/MZK || 松崎 || Matsuzaki || || || 15 || 1 || [[Yasuhiko Matsuzaki]]
|-
| /DES/MZK/0 || 城実験 || Castle experiment || Castle || || 0 || 1 ||
|-
| /DES/MZK/0 || ディスク惑星 || Disk planet || DiskMap1 || || 0 || 1 ||
|-
| /DES/MZK/0 || ディスクワールド || Disk world || PlanetAir || || 0 || 1 ||
|-
| /DES/MZK/0 || 宇宙ステーション実験 || Space station experiment || MatsuzakiTestMap || || 0 || 1 ||
|-
| /DES/MSI || 三島 || Mishima || || || 15 || 1 || [[Atsushi Mishima]]
|-
| /DES/MSI/0 || 背景SIMatライトON || Background SIMat Light on || TestMat || || 0 || 1 ||
|-
| /DES/MSI/0 || 背景SIMatライトOFF || Background SIMat Light OFF || TestMatNew || || 0 || 1 ||
|-
| /DES/MSI/0 || 背景ライトOFF || Background light OFF || TestMatLightOff || || 0 || 1 ||
|-
| /DES/MSI/0 || 背景ライトON || Background light ON || TestMatLightOnly || || 0 || 1 ||
|-
| /DES/MSI/0 || テストマップ || Test map || Mishima || || 0 || 1 ||
|-
| /DES/YGK || 山口(一美) || Yamaguchi (Kazumi) || || || 15 || 1 || [[Kazumi Yamaguchi]]
|-
| /DES/YGK/0 || HDRテスト || HDR test || HdrTestMap || || 0 || 1 ||
|-
| /DES/YGK/0 || フォグ影テスト || Fog shadow test || FogShadowTest || || 0 || 1 ||
|-
| /DES/YGK/0 || 落花星 || Peanut star || Peanut || || 0 || 1 ||
|-
| /DES/YGK/0 || どら焼き要塞 || Dorayaki fortress || DorayakiAndBlock || || 0 || 1 ||
|-
| /DES/YGK/0 || おでん惑星つみれ || Oden planet Tsukure || OdenTumire || || 0 || 1 ||
|-
| /DES/YGK/0 || おでん惑星じゃがいも || Oden planet potatoes || Potatos || || 0 || 1 ||
|-
| /DES/YGK/0 || 温泉わくわく星リファイン || Hot spring exciting star Riffine || HotSpringPlanetR || || 0 || 1 ||
|-
| /DES/YGK/0 || ョッシーダウンヒル || Yoshi downhill || YosshiDownHill || || 0 || 1 ||
|-
| /DES/YGK/0 || スノーパーク || Snow park || BigSnowMountainA || || 0 || 1 ||
|-
| /DES/YGK/0 || ョッシートラック || Yoshi track || YosshiTrack || || 0 || 1 ||
|-
| /DES/YGK/0 || ビッグトラック || Big track || BigTrack || || 0 || 1 ||
|-
| /DES/YGK/0 || 水の星 || Water star || MiniPlanetAqua || || 0 || 1 ||
|-
| /DES/YGK/0 || オーバーザ山 || Over The Mountain || OverTheMountain || || 0 || 1 ||
|-
| /DES/YGK/0 || 64スライダー || 64 slider || SnowAndPeachSlider || || 0 || 1 || A recreation of The Princess's Secret Slide from Super Mario 64? Also one of the maps listed in /ObjectData/BathtubPlanet.arc/bathtubplanet/jmap.ini.
|-
| /DES/YGK/0 || らせんスライダー || Spiral slider || TestSpiralMap || || 0 || 1 || Another one of the maps listed in /ObjectData/BathtubPlanet.arc/bathtubplanet/jmap.ini.
|-
| /DES/YKB || 横部 || Yokobe || || || 15 || 1 || [[Masaki Yokobe]]
|-
| /DES/YKB/0 || ムシクイ惑星 || Mushikui planet || WarmEatenPlanetTest || || 0 || 1 ||
|-
| /DES/YKB/0 || ムシクイ惑星ロングバージョン || Mushikui Planet Long Version || WarmEatenPlanetTestB || || 0 || 1 ||
|-
| /DES/YKB/0 || コロニー || Colony || ColonyLarge || || 0 || 1 ||
|-
| /DES/YKB/0 || コロニー2 || Colony 2 || ColonySmall || || 0 || 1 ||
|-
| /DES/YKB/0 || チューブ惑星 || Tube planet || TubePlanet || || 0 || 1 ||
|-
| /DES/YKB/0 || モルモットコロニー || Guinea pig colony || BevelErrorTest || || 0 || 1 ||
|-
| /DES/YKB/0 || 魔法の森 || Magical forest || MagicalForest || || 0 || 1 ||
|-
| /DES/YKB/0 || 魔法の森球状地形 || Magical Forestball -like terrain || MagicalForestSphere || || 0 || 1 ||
|-
| /DES/YKB/0 || 氷の立体迷路惑星 || Ice three -dimensional maze planet || LabyrinthPlanet || || 0 || 1 ||
|-
| /DES/YKB/0 || パックンプラネットテスト || Packon Planet Test || PukkunPlanet || || 0 || 1 ||
|-
| /DES/YKB/0 || 多重エリンギ惑星 || Multiple eryngii planet || PlanetStageTest || || 0 || 1 ||
|-
| /DES/YKB/0 || 緑ヶ丘惑星 || Midorigaoka planet || GreenHillPlanet || || 0 || 1 ||
|-
| /DES/YKB/0 || マキシマムテスト1 || Maximum Test 1 || MaximumMapTest || || 0 || 1 ||
|-
| /DES/YKB/0 || マキシマムテスト2 || Maximum Test 2 || MaximumMapTestNew || || 0 || 1 ||
|-
| /DES/YKB/0 || マキシマムテストLOD01 || Maximum test LOD01 || MaximumMapTestLodA || || 0 || 1 ||
|-
| /DES/YKB/0 || 海底火山惑星(ノーマルマップ) || Seabed volcano planet (normal map) || NormalMapTest || || 0 || 1 ||
|-
| /DES/MTO || 元倉 || Motokura || || || 15 || 1 || [[Kenta Motokura]]
|-
| /DES/MTO/0 || テストマップ1 || Test map 1 || MotokuraTestMap || || 0 || 1 ||
|-
| /DES/MTO/0 || テストマップ2 || Test map 2 || MotokuraTestMapNew || || 0 || 1 ||
|-
| /DES/NewFolder || 清水(卓) || Shimizu (Taku) || || || 0 || 1 || [[Takuro Shimizu]]
|-
| /DES/NewFolder/0 || TestA || TestA || ShimizuTakuroTestA || || 0 || 1 ||
|-
| /DES/NewFolder/0 || TestB || TestB || ShimizuTakuroTestB || || 0 || 1 ||
|-
| /PRG || プログラマー試作 || Programmer prototype || || || 10 || 1 ||
|-
| /PRG/OYG || 青柳 || Aoyagi || || || 15 || 1 || [[Norihiro Aoyagi]]
|-
| /PRG/OYG/0 || 2脚テスト || Two -legged test || TwoLegTest || || 0 || 1 ||
|-
| /PRG/OYG/Gravity || 重力関連 || Gravity -related || || || 0 || 1 ||
|-
| /PRG/OYG/Gravity/0 || グローバル重力テスト || Global gravity test || GlobalGravityTest || || 0 || 1 ||
|-
| /PRG/OYG/Gravity/0 || 重力追随テスト || Gravity pursuing test || GravityFollow || || 0 || 1 ||
|-
| /PRG/OYG/0 || Gキャプチャーテスト || G Capture test || GCaptureTest || || 0 || 1 ||
|-
| /PRG/OYG/0 || 新操作テストマップ || New operation test map || PointerTestMap || || 0 || 1 ||
|-
| /PRG/OYG/0 || エンベロープ環境投影マップ実験 || Enverope environmental projection map experiment || SkiningEnvMapOrViewMap || || 0 || 1 ||
|-
| /PRG/OYG/0 || ミラーテスト || Mirror test || MirrorTest || || 0 || 1 ||
|-
| /PRG/OYG/0 || テレサテスト || Teleser test || TeresaTest || || 0 || 1 ||
|-
| /PRG/OYG/0 || ポルタテスト || Port test || PoltaTest || || 0 || 1 ||
|-
| /PRG/OYG/0 || カメックテスト || Camec test || KameckTest || || 0 || 1 ||
|-
| /PRG/OYG/0 || 移動制限テスト || Transit restriction test || MoveLimitTest || || 0 || 1 ||
|-
| /PRG/AND || 安藤 || Ando || || || 15 || 1 || [[Katsuyasu Ando]]
|-
| /PRG/AND/0 || ステージ(ローカル) || Stage (local) || AndoStageObjZone || || 0 || 1 ||
|-
| /PRG/AND/0 || ステージ(グローバル) || Stage (global) || AndoStageObjMain || || 0 || 1 ||
|-
| /PRG/AND/0 || モジャ || Moja || AndoTestInlet || || 0 || 1 ||
|-
| /PRG/OTA || 大田 || Ota || || || 15 || 1 || [[Tatsuro Ota]]
|-
| /PRG/OTA/0 || 実験場 || Experimental site || MapTestOta || A || 0 || 1 ||
|-
| /PRG/OTA/0 || デモ実験場 || Demonstration site || DemoTestOta || A || 0 || 1 ||
|-
| /PRG/OTA/0 || エフェクト実験場 || Effect experimental site || EffectTestMap || A || 0 || 1 ||
|-
| /PRG/OTA/0 || マップパーツ置き場 || Map parts storage area || MapPartsTest || A || 0 || 1 ||
|-
| /PRG/KMR || 川村 || Kawamura || || || 15 || 1 || [[Masafumi Kawamura]]
|-
| /PRG/KMR/0 || 地形コードテスト || Topographic code test || SoundMapCodeTest || || 0 || 1 ||
|-
| /PRG/KMR/0 || 地形コードテストB || Topographic code test B || SoundMapCodeTestB || || 0 || 1 ||
|-
| /PRG/KMR/0 || 地形コードテストC || Topographic code test C || SoundMapCodeTestC || || 0 || 1 ||
|-
| /PRG/TZW || 武沢 || Takezawa || || || 15 || 1 || [[Yuya Takezawa]]
|-
| /PRG/TZW/0 || テストA || Test A || TakezawaTestA || || 0 || 1 ||
|-
| /PRG/TZW/0 || メッセージテスト || Message test || MessageTest || || 0 || 1 ||
|-
| /PRG/TZW/0 || リミックスBGMテスト || Remix BGM test || RemixBgmTest || || 0 || 1 ||
|-
| /PRG/TZW/0 || リミックスBGMテストB || Remix BGM Test B || RemixBgmTestB || || 0 || 1 ||
|-
| /PRG/TZW/0 || フォレストたけざわ || Forest Takazawa || ForestHomeTakezawa || || 0 || 1 ||
|-
| /PRG/SMZ || 清水 || Shimizu || || || 15 || 1 || [[Hideaki Shimizu]]
|-
| /PRG/SMZ/0 || 高速移動地形 || High -speed movement terrain || SpinDriverBossTest || || 0 || 1 ||
|-
| /PRG/SMZ/0 || NeoScaleMap || NeoScaleMap || NeoScaleMap || || 0 || 1 ||
|-
| /PRG/SMZ/0 || NeoCurveMap || NeoCurveMap || NeoCurveMap || || 0 || 1 ||
|-
| /PRG/SMZ/0 || SlopeTest || SlopeTest || SlopeTest || || 0 || 1 ||
|-
| /PRG/SMZ/0 || 旧テストマップ || Old test map || PlanetMap2 || || 0 || 1 ||
|-
| /PRG/HKW || 早川 || Hayakawa || || || 15 || 1 || [[Takeshi Hayakawa]]
|-
| /PRG/HKW/0 || ワールドマップテスト || World Map Test || WorldMapTest || || 0 || 1 ||
|-
| /PRG/HKW/0 || DPDボス実験 || DPD boss experiment || DpdBoss || || 0 || 1 ||
|-
| /PRG/HKW/0 || FooFighterMap || FooFighterMap || FooFighterMap || || 0 || 1 ||
|-
| /PRG/HKW/0 || FooFighterMap2 || FooFighterMap2 || FooFighterMap2 || || 0 || 1 ||
|-
| /PRG/HKW/0 || 重力実験場 || Gravity experimental site || Moon || || 0 || 1 ||
|-
| /PRG/HKW/0 || ライドセットアップステージ || Ride Setup Stage || RideSetUpStage || || 0 || 1 ||
|-
| /PRG/HKW/0 || 空中アクション実験ステージ || Aerial action experiment stage || AirActionTest || || 0 || 1 ||
|-
| /PRG/HKW/0 || 多量オブジェ実験ステージ || Large amount object experimental stage || ObjNumTestStage || || 0 || 1 ||
|-
| /PRG/MZD || 松田 || Matsuda || || || 15 || 1 || [[Hirokazu Matsuda]]
|-
| /PRG/MZD/0 || カットテスト1 || Cut test 1 || MazdaCutTest01 || || 0 || 1 ||
|-
| /PRG/MZD/0 || カットテスト2 || Cut test 2 || MazdaCutTest02 || || 0 || 1 ||
|-
| /PRG/MZD/0 || カットテスト空 || Cut test empty || MazdaCutTest03 || || 0 || 1 ||
|-
| /PRG/MZD/0 || 一括128個 || 128 lump sums || MazdaCutTest04 || || 0 || 1 ||
|-
| /PRG/MZD/0 || テストマップ1 || Test map 1 || MazdaTest01 || || 0 || 1 ||
|-
| /PRG/MZD/0 || テストマップ2 || Test map 2 || MazdaTest02 || || 0 || 1 ||
|-
| /PRG/MZD/0 || 魔法の館 || Magic House || MazdaMagicalHouse || || 0 || 1 ||
|-
| /PRG/YGA || 山口(敦) || Yamaguchi (Atsushi) || || || 15 || 1 || [[Atsushi Yamaguchi]]
|-
| /PRG/YGA/0 || テスト || test || YamaguchiTest || || 0 || 1 ||
|-
| /PRG/YGA/0 || テストその3 || Test Part 3 || YamaguchiTest3 || || 0 || 1 ||
|-
| /PRG/YGA/0 || テストその4 || Test Part 4 || YamaguchiTest4 || || 0 || 1 ||
|-
| /PRG/YGA/0 || ファイルセレクト || File selection || FileSelect || || 0 || 1 ||
|-
| /PRG/SGA || 菅原 || Sugawara || || || 15 || 1 ||
|-
| /PRG/SGA/0 || テスト地形 || Test terrain || SugawaraTest || || 0 || 1 ||
|-
| /PRG/TAK || 竹内 || Takeuchi || || || 15 || 1 || [[Kiyoshi Takeuchi]]
|-
| /PRG/TAK/0 || テスト地形 敵 || Test terrain enemy || TakeuchiTest || || 0 || 1 ||
|-
| /PRG/TAK/0 || テスト地形 地形オブジェ || Test terrain object object || TakeuchiTestB || || 0 || 1 ||
|-
| /PRG/TAK/0 || テスト地形 合体ブロック || Test terrain coalition block || TakeuchiTestC || || 0 || 1 ||
|-
| /PRG/GOH || 郷原 || Gohara || || || 15 || 1 || [[Shigetoshi Gohara]]
|-
| /PRG/GOH/0 || テスト || test || GoharaTestB || || 0 || 1 ||
|-
| /CMP || 図鑑・テストステージ || Picture book / test stage || || || 10 || 1 ||
|-
| /CMP/StoryDemo || ストーリーデモ || Story demonstration || || || 0 || 1 ||
|-
| /CMP/StoryDemo/PrologueA || PrologueA || PrologueA || || || 0 || 1 ||
|-
| /CMP/StoryDemo/PrologueA/0 || PrologueA Cut 01-03 || PrologueA Cut 01-03 || StoryDemoStagePrologueA || A || 0 || 1 ||
|-
| /CMP/StoryDemo/PrologueA/0 || PrologueA Cut 04 || PrologueA Cut 04 || StoryDemoStagePrologueA || B || 0 || 1 ||
|-
| /CMP/StoryDemo/PrologueA/0 || PrologueA Cut 06-08 || PrologueA Cut 06-08 || StoryDemoStagePrologueA || C || 0 || 1 ||
|-
| /CMP/StoryDemo/PrologueA/0 || PrologueA Cut 09-11 || PrologueA Cut 09-11 || StoryDemoStagePrologueA || D || 0 || 1 ||
|-
| /CMP/StoryDemo/PrologueA/0 || PrologueA Cut 12-17 || PrologueA Cut 12-17 || StoryDemoStagePrologueA || E || 0 || 1 ||
|-
| /CMP/StoryDemo/PrologueB || PrologueB || PrologueB || || || 0 || 1 ||
|-
| /CMP/StoryDemo/PrologueB/0 || PrologueB Cut 01-04 || PrologueB Cut 01-04 || StoryDemoStagePrologueB || A || 0 || 1 ||
|-
| /CMP/StoryDemo/PrologueB/0 || PrologueB Cut 05-08 || PrologueB Cut 05-08 || StoryDemoStagePrologueB || B || 0 || 1 ||
|-
| /CMP/StoryDemo/PrologueB/0 || PrologueB Cut 09 || PrologueB Cut 09 || StoryDemoStagePrologueB || C || 0 || 1 ||
|-
| /CMP/StoryDemo/PrologueB/0 || PrologueB Cut 10 || PrologueB Cut 10 || StoryDemoStagePrologueB || D || 0 || 1 ||
|-
| /CMP/StoryDemo/PrologueB/0 || PrologueB Cut 11 || PrologueB Cut 11 || StoryDemoStagePrologueB || E || 0 || 1 ||
|-
| /CMP/StoryDemo/PrologueB/0 || PrologueB Cut 12-14 || PrologueB Cut 12-14 || StoryDemoStagePrologueB || F || 0 || 1 ||
|-
| /CMP/StoryDemo/PrologueB/0 || PrologueB Cut 15-18 || PrologueB Cut 15-18 || StoryDemoStagePrologueB || G || 0 || 1 ||
|-
| /CMP/StoryDemo/PrologueB/0 || PrologueB Cut 19-21 || PrologueB Cut 19-21 || StoryDemoStagePrologueB || H || 0 || 1 ||
|-
| /CMP/StoryDemo/FinalBattle Cut 02 || FinalBattle || FinalBattle || || || 0 || 1 ||
|-
| /CMP/StoryDemo/FinalBattle Cut 02/0 || FinalBattle Cut 01 || FinalBattle Cut 01 || StoryDemoStageFinalBattle || A || 0 || 1 ||
|-
| /CMP/StoryDemo/FinalBattle Cut 02/0 || FinalBattle Cut 02 || FinalBattle Cut 02 || StoryDemoStageFinalBattle || E || 0 || 1 ||
|-
| /CMP/StoryDemo/FinalBattle Cut 02/0 || FinalBattle Cut 03 || FinalBattle Cut 03 || StoryDemoStageFinalBattle || F || 0 || 1 ||
|-
| /CMP/StoryDemo/FinalBattle Cut 02/0 || FinalBattle Cut 04 || FinalBattle Cut 04 || StoryDemoStageFinalBattle || B || 0 || 1 ||
|-
| /CMP/StoryDemo/FinalBattle Cut 02/0 || FinalBattle Cut 05-06 || FinalBattle Cut 05-06 || StoryDemoStageFinalBattle || C || 0 || 1 ||
|-
| /CMP/StoryDemo/FinalBattle Cut 02/0 || FinalBattle Cut 07-08 || FinalBattle Cut 07-08 || StoryDemoStageFinalBattle || D || 0 || 1 ||
|-
| /CMP/StoryDemo/EpilogueB || SavePeach+EpiloguA ExCut || SavePeach+EpiloguA ExCut || || || 0 || 1 ||
|-
| /CMP/StoryDemo/EpilogueB/0 || SavePeach Cut 01-02 || SavePeach Cut 01-02 || StoryDemoStageEpilogueB || A || 0 || 1 ||
|-
| /CMP/StoryDemo/EpilogueB/0 || マリオ浮遊2パターン || Mario floating 2 patterns || StoryDemoStageEpilogueB || B || 0 || 1 ||
|-
| /CMP/StoryDemo/EpilogueB/0 || ブラックホール広がり || Black hole spread || StoryDemoStageEpilogueB || C || 0 || 1 ||
|-
| /CMP/StoryDemo/EpilogueA || EpilogueA || EpilogueA || || || 0 || 1 ||
|-
| /CMP/StoryDemo/EpilogueA/0 || EpilogueA Cut 01 || EpilogueA Cut 01 || StoryDemoStageEpilogueA || A || 0 || 1 ||
|-
| /CMP/StoryDemo/EpilogueA/0 || EpilogueA Cut 02-03 || EpilogueA Cut 02-03 || StoryDemoStageEpilogueA || B || 0 || 1 ||
|-
| /CMP/StoryDemo/EpilogueA/0 || EpilogueA Cut 04 || EpilogueA Cut 04 || StoryDemoStageEpilogueA || C || 0 || 1 ||
|-
| /CMP/StoryDemo/EpilogueA/0 || EpilogueA Cut 05-06 || EpilogueA Cut 05-06 || StoryDemoStageEpilogueA || D || 0 || 1 ||
|-
| /CMP/StoryDemo/EpilogueA/0 || EpilogueA Cut 07-08 || EpilogueA Cut 07-08 || StoryDemoStageEpilogueA || E || 0 || 1 ||
|-
| /CMP/StoryDemo/EpilogueA/0 || EpilogueA Cut 09 || EpilogueA Cut 09 || StoryDemoStageEpilogueA || F || 0 || 1 ||
|-
| /CMP/StoryDemo/EpilogueA/0 || EpilogueA Cut 13 || EpilogueA Cut 13 || StoryDemoStageEpilogueA || G || 0 || 1 ||
|-
| /CMP/StoryDemo/EpilogueA/0 || EpilogueA Cut 12-14 || EpilogueA Cut 12-14 || StoryDemoStageEpilogueA || H || 0 || 1 ||
|-
| /CMP/StoryDemo/EndingA || EndingA || EndingA || || || 0 || 1 ||
|-
| /CMP/StoryDemo/EndingA/0 || EndingA Cut 01-03 || EndingA Cut 01-03 || StoryDemoStageEndingA || A || 0 || 1 ||
|-
| /CMP/StoryDemo/EndingA/0 || EndingA Cut 04 || EndingA Cut 04 || StoryDemoStageEndingA || B || 0 || 1 ||
|-
| /CMP/StoryDemo/EndingA/0 || EndingA Cut 07-12 || EndingA Cut 07-12 || StoryDemoStageEndingA || C || 0 || 1 ||
|-
| /CMP/StoryDemo/EndingA/0 || EndingA Cut 13 || EndingA Cut 13 || StoryDemoStageEndingA || D || 0 || 1 ||
|-
| /CMP/StoryDemo/EndingA/0 || EndingA Cut 14 || EndingA Cut 14 || StoryDemoStageEndingA || E || 0 || 1 ||
|-
| /CMP/StoryDemo/EndingB || EndingB || EndingB || || || 0 || 1 ||
|-
| /CMP/StoryDemo/EndingB/0 || EndingB Cut 01 || EndingB Cut 01 || StoryDemoStageEndingB || A || 0 || 1 ||
|-
| /CMP/StoryDemo/EndingB/0 || EndingB Cut 02 || EndingB Cut 02 || StoryDemoStageEndingB || G || 0 || 1 ||
|-
| /CMP/StoryDemo/EndingB/0 || EndingB Cut 03 || EndingB Cut 03 || StoryDemoStageEndingB || H || 0 || 1 ||
|-
| /CMP/StoryDemo/EndingB/0 || EndingB Cut 04-06 || EndingB Cut 04-06 || StoryDemoStageEndingB || B || 0 || 1 ||
|-
| /CMP/StoryDemo/EndingB/0 || EndingB Cut 07 || EndingB Cut 07 || StoryDemoStageEndingB || C || 0 || 1 ||
|-
| /CMP/StoryDemo/EndingB/0 || EndingB Cut 08 || EndingB Cut 08 || StoryDemoStageEndingB || D || 0 || 1 ||
|-
| /CMP/StoryDemo/EndingB/0 || EndingB Cut 11 || EndingB Cut 11 || StoryDemoStageEndingB || E || 0 || 1 ||
|-
| /CMP/StoryDemo/EndingB/0 || EndingB Cut 12 || EndingB Cut 12 || StoryDemoStageEndingB || F || 0 || 1 ||
|-
| /CMP/StoryDemo/NewFolder || ライブラリ || Library || || || 0 || 1 ||
|-
| /CMP/StoryDemo/NewFolder/0 || フィギュアキャプチャT(エネミー小) || Figure Capture T (Enemy Small) || StoryDemoFigureCaptureB || A || 0 || 1 ||
|-
| /CMP/StoryDemo/NewFolder/0 || フィギュアキャプチャ(エネミー小) || Figure capture (small enemy) || StoryDemoFigureCaptureA || A || 0 || 1 ||
|-
| /CMP/StoryDemo/NewFolder/0 || フィギュアキャプチャT(エネミー中) || Figure Capture T (in Enemy) || StoryDemoFigureCaptureB || B || 0 || 1 ||
|-
| /CMP/StoryDemo/NewFolder/0 || フィギュアキャプチャ(エネミー中) || Figure capture (in enemies) || StoryDemoFigureCaptureA || B || 0 || 1 ||
|-
| /CMP/StoryDemo/NewFolder/0 || フィギュアキャプチャT(大) || Figure Capture T (Large) || StoryDemoFigureCaptureB || C || 0 || 1 ||
|-
| /CMP/StoryDemo/NewFolder/0 || フィギュアキャプチャ(大) || Figure capture (large) || StoryDemoFigureCaptureA || C || 0 || 1 ||
|-
| /CMP/StoryDemo/NewFolder/0 || フィギュアキャプチャT(NPC) || Figure Capture T (NPC) || StoryDemoFigureCaptureB || D || 0 || 1 ||
|-
| /CMP/StoryDemo/NewFolder/0 || フィギュアキャプチャ(NPC) || Figure capture (NPC) || StoryDemoFigureCaptureA || D || 0 || 1 ||
|-
| /CMP/StoryDemo/NewFolder/0 || フィギュアキャプチャT(アイテム) || Figure Capture T (item) || StoryDemoFigureCaptureB || E || 0 || 1 ||
|-
| /CMP/StoryDemo/NewFolder/0 || フィギュアキャプチャ(アイテム) || Figure capture (item) || StoryDemoFigureCaptureA || E || 0 || 1 ||
|-
| /CMP/StoryDemo/NewFolder/0 || 多面同時フィギュアキャプチャT(エネミー) || Simultaneous figure capture T (Enemy) || StoryDemoFigureCaptureB || F || 0 || 1 ||
|-
| /CMP/StoryDemo/NewFolder/0 || 多面同時フィギュアキャプチャ(エネミー) || Simultaneous figure capture multi -face (Enemy) || StoryDemoFigureCaptureB || A || 0 || 1 ||
|-
| /CMP/StoryDemo/NewFolder/0 || 多面同時フィギュアキャプチャ(エネミー2) || Simultaneous figure capture (Enemy 2) || StoryDemoFigureCaptureB || B || 0 || 1 ||
|-
| /CMP/StoryDemo/NewFolder/0 || 多面同時フィギュアキャプチャ(NPC) || Simultaneous figure capture (NPC) || StoryDemoFigureCaptureB || C || 0 || 1 ||
|-
| /CMP/StoryDemo/NewFolder/0 || 多面同時フィギュアキャプチャ(プレーヤー) || Simultaneous figure capture (player) || StoryDemoFigureCaptureB || D || 0 || 1 ||
|-
| /CMP/StoryDemo/NewFolder/0 || Test || Test || StoryDemoLibraryA || || 0 || 1 ||
|-
| /CMP/NewFolder9 || オブジェデータ作成環境 || Object data creation environment || || || 0 || 1 ||
|-
| /CMP/NewFolder9/0 || オニマス2試作 || Onimus 2 prototypes || TempMapD || || 0 || 1 ||
|-
| /CMP/ENE || エネミー || enemy || || || 10 || 1 ||
|-
| /CMP/ENE/0 || 敵図鑑1巻 || Enemy picture book Volume 1 || EnemyPark01Zone || || 0 || 1 ||
|-
| /CMP/ENE/0 || 敵図鑑2巻 || Enemy picture book Volume 2 || EnemyPark02Zone || || 0 || 1 ||
|-
| /CMP/ENE/KRB || クリボー || Goomba || || || 6 || 1 ||
|-
| /CMP/ENE/KRB/0 || クリボー(平面地形)1体 || 1 Goomba (flat terrain) || KuriboTestStageD || A || 0 || 1 ||
|-
| /CMP/ENE/KRB/0 || クリボー(平面地形)5体 || 5 Goombas (flat terrain) || KuriboTestStageD || B || 0 || 1 ||
|-
| /CMP/ENE/KRB/0 || クリボー(球地形)1体 || 1 Goomba (spherical terrain) || KuriboTestStageB || A || 0 || 1 ||
|-
| /CMP/ENE/KRB/0 || クリボー(球地形)5体 || Goomba (spherical terrain) 5 bodies || KuriboTestStageB || B || 0 || 1 ||
|-
| /CMP/ENE/KRB/0 || クリボー(キューブ地形)1体 || 1 crib (cube terrain) || KuriboTestStageC || A || 0 || 1 ||
|-
| /CMP/ENE/KRB/0 || クリボー(キューブ地形)5体 || 5 cribaw (cube terrain) || KuriboTestStageC || B || 0 || 1 ||
|-
| /CMP/ENE/MLM || メラメラ || Melamera || || || 7 || 1 ||
|-
| /CMP/ENE/MLM/0 || メラメラ || Melamera || TsujimuraEnemy01Test || || 0 || 1 ||
|-
| /CMP/ENE/MLM/0 || メラメラ(平面地形)1体 || 1 Melamera (flat terrain) || MerameraTestStageC || A || 0 || 1 ||
|-
| /CMP/ENE/MLM/0 || メラメラ(平面地形)5体 || Melamera (flat terrain) 5 bodies || MerameraTestStageC || B || 0 || 1 ||
|-
| /CMP/ENE/MLM/0 || メラメラ(球地形)1体 || 1 Melamera (ballotographic) || MerameraTestStageB || A || 0 || 1 ||
|-
| /CMP/ENE/MLM/0 || メラメラ(球地形)5体 || 5 Melamera (sphere) 5 bodies || MerameraTestStageB || B || 0 || 1 ||
|-
| /CMP/ENE/MLM/0 || メラメラ(キューブ地形)1体 || Melamera (cube terrain) 1 body || MerameraTestStageA || A || 0 || 1 ||
|-
| /CMP/ENE/MLM/0 || メラメラ(キューブ地形)5体 || Melamera (cube terrain) 5 bodies || MerameraTestStageA || B || 0 || 1 ||
|-
| /CMP/ENE/0 || チョロプー || Choropoo || CyoropuTestStage || || 0 || 1 ||
|-
| /CMP/ENE/0 || ベーゴマン || Begoman || BegomanTestStage || || 0 || 1 ||
|-
| /CMP/ENE/VBG || バネベーゴマン || Shanebagoman || || || 8 || 1 ||
|-
| /CMP/ENE/VBG/0 || バネベーゴマン(平面地形)1体 || 1 Banebergoman (flat terrain) || BegomanTestStageC || A || 0 || 1 ||
|-
| /CMP/ENE/VBG/0 || バネベーゴマン(平面地形)5体 || 5 Banbegoman (flat terrain) || BegomanTestStageC || B || 0 || 1 ||
|-
| /CMP/ENE/VBG/0 || バネベーゴマン(球地形)1体 || 1 Banebagoman (ball topographic) || BegomanTestStageB || A || 0 || 1 ||
|-
| /CMP/ENE/VBG/0 || バネベーゴマン(球地形)5体 || 5 Banbegoman (ball topographic) || BegomanTestStageB || B || 0 || 1 ||
|-
| /CMP/ENE/VBG/0 || バネベーゴマン(キューブ地形)1体 || 1 Bane Begoman (Cube Toproll) || BegomanTestStageA || A || 0 || 1 ||
|-
| /CMP/ENE/VBG/0 || バネベーゴマン(キューブ地形)5体 || 5 Banebergoman (Cube Toproll) || BegomanTestStageA || B || 0 || 1 ||
|-
| /CMP/ENE/VBG/0 || バネベーゴマン(皿地形)1体 || 1 Banebagoman (dish terrain) || BegomanTestStageD || A || 0 || 1 ||
|-
| /CMP/ENE/VBG/0 || バネベーゴマン(皿地形)5体 || 5 bodies of Shanebagoman (dish terrain) || BegomanTestStageD || B || 0 || 1 ||
|-
| /CMP/ENE/TBG || トゲベーゴマン || Togebagoman || || || 8 || 1 ||
|-
| /CMP/ENE/TBG/0 || トゲベーゴマン(平面地形)1体 || 1 tojebagoman (flat terrain) || BegomanTestStageC || C || 0 || 1 ||
|-
| /CMP/ENE/TBG/0 || トゲベーゴマン(平面地形)5体 || 5 folk bugoman (flat terrain) || BegomanTestStageC || D || 0 || 1 ||
|-
| /CMP/ENE/TBG/0 || トゲベーゴマン(球地形)1体 || 1 tojebagoman (ball topographic) || BegomanTestStageB || C || 0 || 1 ||
|-
| /CMP/ENE/TBG/0 || トゲベーゴマン(球地形)5体 || 5 tojebagoman (ball topographic) || BegomanTestStageB || D || 0 || 1 ||
|-
| /CMP/ENE/TBG/0 || トゲベーゴマン(キューブ地形)1体 || 1 tojebagoman (cube terrain) || BegomanTestStageA || C || 0 || 1 ||
|-
| /CMP/ENE/TBG/0 || トゲベーゴマン(キューブ地形)5体 || 5 folk bugoman (cube terrain) || BegomanTestStageA || D || 0 || 1 ||
|-
| /CMP/ENE/TBG/0 || トゲベーゴマン(皿地形)1体 || 1 tojebagoman (dish terrain) || BegomanTestStageD || C || 0 || 1 ||
|-
| /CMP/ENE/TBG/0 || トゲベーゴマン(皿地形)5体 || 5 tojebagoman (dishes terrain) || BegomanTestStageD || D || 0 || 1 ||
|-
| /CMP/ENE/BBG || ベビーベーゴマン || Baby Bagman || || || 8 || 1 ||
|-
| /CMP/ENE/BBG/0 || ベビーベーゴマン(平面地形)1体 || Baby Bagman (flat terrain) 1 body || BegomanTestStageC || E || 0 || 1 ||
|-
| /CMP/ENE/BBG/0 || ベビーベーゴマン(平面地形)5体 || Baby Bagman (flat terrain) 5 bodies || BegomanTestStageC || F || 0 || 1 ||
|-
| /CMP/ENE/BBG/0 || ベビーベーゴマン(球地形)1体 || 1 Baby Bagman (ball topographic) || BegomanTestStageB || E || 0 || 1 ||
|-
| /CMP/ENE/BBG/0 || ベビーベーゴマン(球地形)5体 || 5 Baby Bagman (ball topographic) || BegomanTestStageB || F || 0 || 1 ||
|-
| /CMP/ENE/BBG/0 || ベビーベーゴマン(キューブ地形)1体 || 1 Baby Bagman (Cube terrain) || BegomanTestStageA || E || 0 || 1 ||
|-
| /CMP/ENE/BBG/0 || ベビーベーゴマン(キューブ地形)5体 || Baby Bagman (cube terrain) 5 bodies || BegomanTestStageA || F || 0 || 1 ||
|-
| /CMP/ENE/BBG/0 || ベビーベーゴマン(皿地形)1体 || 1 baby bugman (dish topographic) || BegomanTestStageD || E || 0 || 1 ||
|-
| /CMP/ENE/BBG/0 || ベビーベーゴマン(皿地形)5体 || Baby Bagoman (dish terrain) 5 bodies || BegomanTestStageD || F || 0 || 1 ||
|-
| /CMP/ENE/GIW || ゴロ岩 || Golo rock || || || 5 || 1 ||
|-
| /CMP/ENE/GIW/0 || ゴロ岩(ピーナッツ地形) || Goro rock (peanut terrain) || GoroIwaTestStage || A || 0 || 1 ||
|-
| /CMP/ENE/GIW/0 || ゴロ岩(チクワ地形) || Goro rock (Chikuwa terrain) || GoroIwaTestStage || B || 0 || 1 ||
|-
| /CMP/ENE/ITU || いたずらウサギ || Rabbit rabbit || || || 6 || 1 ||
|-
| /CMP/ENE/ITU/0 || いたずらウサギ(平面) || Most of the rabbit (plane) || TrickRabbitTestStage || || 0 || 1 ||
|-
| /CMP/ENE/ITU/0 || いたずらウサギ(球地形) || Most of the mischief rabbit || TrickRabbitTestStageA || B || 0 || 1 ||
|-
| /CMP/ENE/ITU/0 || いたずらウサギ(キューブ球地) || Most of the rabbit (cube strawberry) || TrickRabbitTestStageA || A || 0 || 1 ||
|-
| /CMP/ENE/ITU/0 || いたずらウサギ(庭園) || Most of the rabbit (garden) || IceCubeStage || || 0 || 1 ||
|-
| /CMP/ENE/RNK || リクノコ || Ricket || || || 6 || 1 ||
|-
| /CMP/ENE/RNK/0 || リクノコ(平面)1体 || 1 ricket (plane) || NokonokoLandTestStage || A || 0 || 1 ||
|-
| /CMP/ENE/RNK/0 || リクノコ(平面)6体 || 6 rickets (flat) || NokonokoLandTestStage || B || 0 || 1 ||
|-
| /CMP/ENE/RNK/0 || リクノコ(球地形)1体 || 1 ricket (ball topographic) || NokonokoLandTestStage || C || 0 || 1 ||
|-
| /CMP/ENE/RNK/0 || リクノコ(球地形)6体 || 6 rickets (ballotographic) || NokonokoLandTestStage || D || 0 || 1 ||
|-
| /CMP/ENE/killer || キラー || killer || || || 10 || 1 ||
|-
| /CMP/ENE/killer/0 || U字地形 || U -shaped terrain || KillerTestStage || || 0 || 1 ||
|-
| /CMP/ENE/killer/0 || J字地形 || J -shaped terrain || JKillerStage || || 0 || 1 ||
|-
| /CMP/ENE/0 || プクプク || Pukupuku || PukupukuTestZone || || 0 || 1 ||
|-
| /CMP/ENE/0 || ポイハナ || Poihana || PoihanaTestStageA || || 0 || 1 ||
|-
| /CMP/ENE/0 || ボム兵 || Bomb soldier || BombHeiTestStageA || || 0 || 1 ||
|-
| /CMP/ENE/0 || ヒマワリサンボ || Sunflower Sambo || SunFlowerSamboTestStageA || || 0 || 1 ||
|-
| /CMP/ENE/0 || カリカリ || Crispy || KarikariTestStageA || || 0 || 1 ||
|-
| /CMP/ENE/0 || タコボー || Octopus || TakoboTestStageA || || 0 || 1 ||
|-
| /CMP/ENE/0 || ミニオタクロック || Mini ota clock || OtakuRockTestStage || || 0 || 1 ||
|-
| /CMP/ENE/0 || トゲゾー || Thorns || TogezoTestStageA || || 0 || 1 ||
|-
| /CMP/ENE/0 || ミニイガ || Miniga || MiniIgaTestStageA || || 0 || 1 ||
|-
| /CMP/ENE/0 || ホーミング発射台 || Homing launch platform || HomingFireShooterTestStageA || || 0 || 1 ||
|-
| /CMP/ENE/0 || 火炎放射器(クッパ像?) || Flame radicals (Bowser statue?) || FlameGunTestStageA || || 0 || 1 ||
|-
| /CMP/ENE/0 || ハンマーブロス || Hammer broth || HammerBrosTestStageA || || 0 || 1 ||
|-
| /CMP/ENE/0 || 溶岩系オブジェ || Lava object || LavaObjTestStage || || 0 || 1 ||
|-
| /CMP/ENE/0 || メラメラ || Melamera || TsujimuraEnemy01Test || || 0 || 1 ||
|-
| /CMP/ENE/0 || オタロック || Otarock || OtaRockTestStageA || || 0 || 1 ||
|-
| /CMP/ENE/0 || ウオータープレッシャー || Waterpresser || WaterPSTest || || 0 || 1 ||
|-
| /CMP/ENE/0 || モグッチ || Mogucci || MoguraTestStage || || 0 || 1 ||
|-
| /CMP/ENE/0 || カニーナ || Kanina || KaninaTestStage || || 0 || 1 ||
|-
| /CMP/ENE/0 || クッパJrシップ || Bowser JR Ship || KuppaJrShipTestStage || A || 0 || 1 ||
|-
| /CMP/ENE/0 || ハナチャン || Hanachan || HanachanTestStage || || 0 || 1 ||
|-
| /CMP/ENE/0 || トゲトゲ || Spornb || TogetogeTestStage || || 0 || 1 ||
|-
| /CMP/ITM || アイテム || item || || || 5 || 1 ||
|-
| /CMP/ITM/0 || コイン || coin || CoinTestStageA || || 0 || 1 ||
|-
| /CMP/ITM/0 || スピンドライバ、スター高さ || spin driver, star height || HayashidaTest || || 0 || 1 ||
|-
| /CMP/GRA || 重力サンプル || Gravity sample || || || 15 || 1 ||
|-
| /CMP/GRA/0 || キューブ重力 || Cube gravity || CubeGravityStageA || || 0 || 1 ||
|-
| /CMP/GRA/0 || シリンダー重力 || Cylinder gravity || CylinderGravityStageA || || 0 || 1 ||
|-
| /CMP/GRA/0 || ディスク重力 || Disk gravity || DiskGravityStageA || || 0 || 1 ||
|-
| /CMP/GRA/0 || ワイヤー重力 || Wire gravity || WireGravityStageA || || 0 || 1 ||
|-
| /CMP/GRA/0 || 組み合わせ重力 || Combination gross power || CombinationGravityStageA || || 0 || 1 ||
|-
| /CMP/GRA/0 || 球内側重力 || Inside the ball gravity || DesertHome2Test || || 0 || 1 ||
|-
| /CMP/GRA/0 || キューブ内側重力 || Cube inside gravity || RectangularInsideTest || || 0 || 1 ||
|-
| /CMP/GRA/0 || ディスクドーナツ(トーラス)重力 || Disk donut (Torus) gravity || DiskDonuts || || 0 || 1 ||
|-
| /CMP/MAR || 地形形状 || Terrain shape || || || 5 || 1 ||
|-
| /CMP/MAR/0 || 平均台テストマップ || Average stand test map || NarrowGateTest || || 0 || 1 ||
|-
| /CMP/MAR/0 || 段差テストマップ || Step test map || DekoBokoTest || || 0 || 1 ||
|-
| /CMP/MAR/0 || まずい地形例 || Bad terrain case || WrongMapExample || || 0 || 1 ||
|-
| /CMP/MAR/0 || 壁ジャンプテストマップ || Wall jump test map || WallJumpTestMap || || 0 || 1 ||
|-
| /CMP/SEA || 海洋実験 || Marine experiment || || || 8 || 1 ||
|-
| /CMP/SEA/0 || ピーチ城 || Peach castle || PeachCastle || || 0 || 1 ||
|-
| /CMP/SEA/0 || プール || Pool || SwimTest03Stage || || 0 || 1 ||
|-
| /CMP/SEA/0 || 泳ぎ実験惑星 || Swimming experimental planet || SwimTest02Stage || || 0 || 1 ||
|-
| /CMP/SEA/0 || 水の星 || Water star || MiniPlanetAqua02Stage || || 0 || 1 ||
|-
| /CMP/PRD || 試作ステージ || Prototype stage || || || 15 || 1 ||
|-
| /CMP/PRD/0 || 崩落惑星 || Collapse planet || BreakDownPlanet || || 0 || 1 ||
|-
| /CMP/PRD/0 || ふうせんダンベル惑星 || Fusen dumbbell planet || BalloonDumbbell || || 0 || 1 ||
|-
| /CMP/PRD/ONS || 温泉わくわく星 || Hot spring exciting star || || || 15 || 1 ||
|-
| /CMP/PRD/ONS/0 || オタクイーン戦 || Otaku Eien Battle || HotSpringPlanet || A || 0 || 1 ||
|-
| /CMP/PRD/ONS/0 || オタクロック戦 || Otaku rock battle || HotSpringPlanet || B || 0 || 1 ||
|-
| /CMP/PRD/ONS/0 || オタキング戦 || Otaking battle || HotSpringPlanet || C || 0 || 1 ||
|-
| /CMP/PRD/ONS/0 || 芋煮会パーティー || Potato party party || HotSpringPlanet || D || 0 || 1 ||
|-
| /CMP/PRD/ONS/0 || 水流スライダー || Water flow slider || HotSpringPlanet || E || 0 || 1 ||
|-
| /CMP/PRD/ONS/0 || 赤コインDPD || Red coin DPD || HotSpringPlanet || F || 0 || 1 ||
|-
| /CMP/PRD/ONS/0 || 天空のシャイン || Shine in the sky || HotSpringPlanet || G || 0 || 1 ||
|-
| /CMP/PRD/ONS/0 || チャレンジコース || Challenge course || HotSpringPlanet || H || 0 || 1 ||
|-
| /CMP/PRD/ONS/0 || スライダーシナリオ1 || Slider scenario 1 || HotSpringPlanetSlider || A || 0 || 1 ||
|-
| /CMP/PRD/ONS/0 || スライダーシナリオ2 || Slider scenario 2 || HotSpringPlanetSlider || B || 0 || 1 ||
|-
| /CMP/PRD/0 || エリンギ遺跡 || Eryngii ruins || Eringi || || 0 || 1 ||
|-
| /CMP/PRD/0 || スターマンの砦 || Starman's fort || StarManMap || || 0 || 1 ||
|-
| /CMP/PRD/0 || どら焼き要塞 || Dorayaki fortress || DorayakiAndBlock || || 0 || 1 ||
|-
| /CMP/0 || 惑星図鑑 || Planetary picture book || TsujimuraPlanetTestZone || || 0 || 1 ||
|-
| /CMP/NewFolder || マリオ64 || Mario 64 || || || 0 || 1 ||
|-
| /CMP/NewFolder/0 || ピーチ城 || Peach castle || HosonoTest04 || || 0 || 1 ||
|-
| /CMP/NewFolder/0 || 雪山 || Snowy mountains || TestMapD || || 0 || 1 ||
|-
| /CMP/NewFolder/0 || ボム兵の戦場 || Bomb soldier battlefield || TestMapE || || 0 || 1 ||
|-
| /CMP/NewFolder/0 || バッタン砦 || Fort Battan || TestMapF || || 0 || 1 ||
|-
| /CMP/NewFolder/0 || 洞窟 || cave || TestMapH || || 0 || 1 ||
|-
| /CMP/NewFolder/0 || 海賊の入り江 || Pirate's entry || HosonoTest05 || || 0 || 1 ||
|-
| /CMP/NewFolder2 || マリオサンシャイン || Mario Sunshine || || || 0 || 1 ||
|-
| /CMP/NewFolder2/0 || リコハーバー || Rico Harbor || HosonoTest03 || || 0 || 1 ||
|-
| /CMP/NewFolder2/0 || マーレの入り江 || Mare's cove || HosonoTest02 || || 0 || 1 ||
|-
| /CMP/NewFolder2/0 || ドルピックタウン || Dolpic Town || HosonoTest01 || || 0 || 1 ||
|-
| /CMP/0 || 図鑑ステージ0 || Picture Book Stage 0 || CompleteMap0 || || 0 || 1 ||
|-
| /CMP/0 || 図鑑ステージ1 || Picture Book Stage 1 || CompleteMap1 || || 0 || 1 ||
|-
| /CMP/0 || スターゲットテストステージ || Star get test stage || StarGetTest || || 0 || 1 ||
|-
| /CMP/0 || 法線マップテストステージ || Non -wiring map test stage || NormalMapTestStage || || 0 || 1 ||
|-
| /CMP/0 || 最大距離テストマップ || Maximum distance test map || MaxDistanceTest || || 0 || 1 ||
|-
| /CMP/0 || メッセージテストマップ || Message test map || MessageTestMap || || 0 || 1 ||
|-
| /CMP/0 || 移動用砲台テストステージ || Mobile turret test stage || MarioCanonTest || || 0 || 1 ||
|-
| /CMP/0 || エンベロープ環境投影マップ実験 || Envelope environment projection map experiment || SkiningEnvMapOrViewMap || || 0 || 1 ||
|}
Not only is this file notable as one of only few insights into the Develop build's extra functionality, it also provides names and descriptions of numerous removed maps, as well as information about early versions of retained stages, such as Sea Slide Galaxy (OceanRingGalaxy) having eight scenarios.
=== Possible image ===
[[File:E3 2007 appointment room kiosk demo screenshot by Press The Buttons - Super Mario Galaxy.png]]
This is a photo taken behind-the-scenes for E3M&BS 07 showing a Super Mario Galaxy demo build's menu for selecting stages, likely an instance of StageSelectMenu (but obviously with fewer stages to choose from than in the Develop build, and English names instead of Japanese names).
f461af63ee1cff22bd4fa223efa9a126569b53ad
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2023-05-17T06:37:18Z
GalaxyMaster
1
TwoLegTest note
wikitext
text/x-wiki
'''StageSelectMenu''' is a feature in Super Mario Galaxy's Develop builds that allows the player/tester to choose from a list of stages. Its existence is known from the Develop builds' symbol maps, and from [[/Debug]]/StageSelectMenu.tbl.
=== StageSelectMenu.tbl ===
/Debug/StageSelectMenu.tbl is a [[BCSV]] file containing the list of stages presented by StageSelectMenu. Columns denoted by an asterisk (*) are not present in StageSelectMenu.tbl, rather having been added by this wiki's editors.
{| class="wikitable mw-collapsible mw-collapsed"
! path || label || label - Google Translated* || StageName || LayerName || Unknown (6DC3A6D2) || ScenarioNo || Notes*
|-
| /NewFolder || ステージ || stage || || || 0 || 1 ||
|-
| /NewFolder/HeavensDoorGalaxy || ヘヴンズドアギャラクシー || Heaven's Door Galaxy || || || 0 || 1 ||
|-
| /NewFolder/HeavensDoorGalaxy/0 || ヘヴンズドアインサイドゾーン || Heaven's Door Inside Zone || HeavensDoorInsideZone || || 0 || 1 ||
|-
| /NewFolder/HeavensDoorGalaxy/0 || ヘヴンズドア(小)ゾーン || Heaven's Door (Small) Zone || HeavensDoorSmallZone || || 0 || 1 ||
|-
| /NewFolder/HeavensDoorGalaxy/0 || ヘヴンズドア(中)ゾーン || Heaven's Door (Middle) Zone || HeavensDoorMiddleZone || || 0 || 1 ||
|-
| /NewFolder/HeavensDoorGalaxy/0 || ヘヴンズドア(大)ゾーン || Heaven's Door (Large) Zone || HeavensDoorLargeZone || || 0 || 1 ||
|-
| /NewFolder/HeavensDoorGalaxy/0 || ヘヴンズドアミステリアスゾーン || Heaven's Door Mysterious Zone || HeavensDoorMysteriousZone || || 0 || 1 ||
|-
| /NewFolder/NewFolder9 || トイボックス || Toy box || || || 6 || 1 ||
|-
| /NewFolder/NewFolder9/0 || ホッパーボトルゾーン || Hopper bottle zone || HopperBottleZone || || 0 || 1 ||
|-
| /NewFolder/NewFolder9/0 || 嵐の海のサルベージゾーン || Stormy sea salvage zone || SeaStormPlanetZone || || 0 || 1 ||
|-
| /NewFolder/NewFolder9/0 || 壁重力ゾーン || Wall gravity zone || WallGravityZone || || 0 || 1 ||
|-
| /NewFolder/NewFolder9/0 || メカクッパゾーン || Mechakuppa zone || MechanicKoopaZone || || 0 || 1 ||
|-
| /NewFolder/NewFolder9/0 || メカキノコゾーン || Mechakinoco zone || MechaKinokoZone || || 0 || 1 ||
|-
| /NewFolder/NewFolder9/0 || ミニメカクッパゾーン || Mini -mail makoppa zone || MiniMechanicKoopaZone || || 0 || 1 ||
|-
| /NewFolder/NewFolder9/0 || ファクトリー内部ゾーン || Factory internal zone || FactoryInsideZone || || 0 || 1 ||
|-
| /NewFolder/NewFolder9/0 || ドンケツゾーン || Donketsu Zone || DonketuZone || || 0 || 1 ||
|-
| /NewFolder/NewFolder9/0 || スペースステーションゾーン || Space station zone || SpaceStationZone || || 0 || 1 ||
|-
| /NewFolder/NewFolder9/0 || クルーズDPDゾーン || Cruise DPD zone || CruiseDPDZone || || 0 || 1 ||
|-
| /NewFolder/NewFolder9/0 || スイーツアステロイドゾーン || Sweets asteroid zone || SweetsAsteroidZone || || 0 || 1 ||
|-
| /NewFolder/NewFolder9/0 || チョコンベヤーゾーン || Chocolate Beyer Zone || ChoconveyorZone || || 0 || 1 ||
|-
| /NewFolder/NewFolder9/0 || トイファクトリーギャラクシー || Toy Factory Galaxy || FactoryGalaxy || || 0 || 1 ||
|-
| /NewFolder/NewFolder9/0 || バースデーケーキゾーン || Birthday cake zone || BirthdayCakeZone || || 0 || 1 ||
|-
| /NewFolder/NewFolder7 || 天文台外側 || Outside Observatory || || || 0 || 1 ||
|-
| /NewFolder/NewFolder7/0 || シナリオ1 || Scenario 1 || AstroGalaxy || || 0 || 1 ||
|-
| /NewFolder/NewFolder7/0 || シナリオ2 || Scenario 2 || AstroGalaxy || || 0 || 2 ||
|-
| /NewFolder/NewFolder7/0 || シナリオ3 || Scenario 3 || AstroGalaxy || || 0 || 3 ||
|-
| /NewFolder/NewFolder7/0 || シナリオ4 || Scenario 4 || AstroGalaxy || D || 0 || 4 ||
|-
| /NewFolder/0 || 図書室 || Library || LibraryRoom || || 0 || 1 ||
|-
| /NewFolder/0 || 天文ドーム || Astronomical Dome || AstroDome || || 0 || 1 ||
|-
| /NewFolder/0 || ピーチ城前庭 || Peach Castle Front Yard || PeachCastleGardenGalaxy || || 0 || 1 ||
|-
| /NewFolder/0 || ピーチ城・最終 || Peach Castle / Final || PeachCastleFinalGalaxy || || 0 || 1 ||
|-
| /NewFolder/0 || 旧ピーチ城前庭 || Former Peach Castle Venue || HosonoTest04 || || 0 || 1 ||
|-
| /NewFolder/0 || 天文台惑星 || Astronomical planet || AstroHomeZone || || 0 || 1 ||
|-
| /NewFolder/NewFolder6 || エッグプラネット || Egg planet || || || 0 || 1 ||
|-
| /NewFolder/NewFolder6/0 || 球状内部ゾーン || The spherical internal zone || SphereInsideZone || || 0 || 1 ||
|-
| /NewFolder/NewFolder6/0 || 二隻の海賊船ゾーン || Two pirate ship zones || OceanTwinPiratesZone || || 0 || 1 ||
|-
| /NewFolder/NewFolder6/0 || ツインフォールレイクゾーン || Twinfall Lake Zone || TwinFallLakeZone || || 0 || 1 ||
|-
| /NewFolder/NewFolder6/0 || そら豆惑星ゾーン || Sora bean planet zone || SoramameZone || || 0 || 1 ||
|-
| /NewFolder/NewFolder6/0 || わたげ星ゾーン || Watage Star Zone || PuffballZone || || 0 || 1 ||
|-
| /NewFolder/NewFolder6/0 || ココツインゾーン || Koco -in zone || CoCoTwinZone || || 0 || 1 ||
|-
| /NewFolder/NewFolder6/0 || スターエッグロードゾーン || Star Egg Road Zone || StarEggRoadZone || || 0 || 1 ||
|-
| /NewFolder/NewFolder6/0 || スター惑星ゾーン || Star planet zone || BlueStarZone || || 0 || 1 ||
|-
| /NewFolder/NewFolder6/0 || タンポポが丘ゾーン || Dandelion gaoka zone || DandelionHillZone || || 0 || 1 ||
|-
| /NewFolder/NewFolder6/0 || ディスクガーデンゾーン || Disk Garden Zone || DiskGardenZone || || 0 || 1 ||
|-
| /NewFolder/NewFolder6/0 || ディノパックン戦ゾーン || Dino Paccun Battle Zone || DinoPakkunBattleZone || || 0 || 1 ||
|-
| /NewFolder/NewFolder6/0 || ドラヤキ要塞ゾーン || Drayaki Fortress Zone || DorayakiFortressZone || || 0 || 1 ||
|-
| /NewFolder/NewFolder6/0 || ハテナ花畑ゾーン || Hatena flower field zone || QuestionFlowerGardenZone || || 0 || 1 ||
|-
| /NewFolder/NewFolder6/0 || ピーナッツ惑星ゾーン || Peanut planet zone || PeanutZone || || 0 || 1 ||
|-
| /NewFolder/NewFolder6/0 || ミスティックタワーゾーン || Mystic Tower Zone || ReverseGravityTowerZone || || 0 || 1 ||
|-
| /NewFolder/NewFolder6/0 || 星くずの丘ゾーン || Star Kuzu Hill Zone || StardustHillZone || || 0 || 1 ||
|-
| /NewFolder/NewFolder6/0 || 草むら双子惑星ゾーン || Kusamura twin planet zone || GlassyTwinsPlanetZone || || 0 || 1 ||
|-
| /NewFolder/NewFolder2 || ハニービーキングダム || Honey Beaking Dam || || || 0 || 1 ||
|-
| /NewFolder/NewFolder2/Zone || ゾーン || zone || || || 0 || 1 ||
|-
| /NewFolder/NewFolder2/Zone/0 || ハチの崖ゾーン || Bee cliff zone || BeeCliffZone || || 0 || 1 ||
|-
| /NewFolder/NewFolder2/Zone/0 || フラワーロードゾーン || Flower road zone || FlowerRoadZone || || 0 || 1 ||
|-
| /NewFolder/NewFolder2/Zone/0 || マザーハッチーゾーン || Mother hatchee zone || MotherBeeZone || || 0 || 1 ||
|-
| /NewFolder/NewFolder2/Zone/0 || カベのぼりEX(A)ゾーン || Wall climbing EX(A) zone || WallClimbEXAZone || || 0 || 1 ||
|-
| /NewFolder/NewFolder2/Zone/0 || カベのぼりEX(B)ゾーン || Wall climbing EX(B) zone || WallClimbEXBZone || || 0 || 1 ||
|-
| /NewFolder/NewFolder2/Zone/0 || カベのぼりEX(C)ゾーン || Wall climbing EX(B) zone || WallClimbEXCZone || || 0 || 1 ||
|-
| /NewFolder/0 || チャレンジサーフィン || Challenge surfing || SurfingLv1Galaxy || || 0 || 1 ||
|-
| /NewFolder/NewFolder10 || スターダスト || Stardust || || || 0 || 1 ||
|-
| /NewFolder/NewFolder10/0 || スターダスト || Stardust || StarDustGalaxy || || 0 || 1 ||
|-
| /NewFolder/NewFolder10/0 || まゆEX || Mayu EX || CocoonEXZone || || 0 || 1 ||
|-
| /NewFolder/BSG || バトルシップ || Battleship || || || 0 || 1 ||
|-
| /NewFolder/BSG/0 || [シナリオ1] || [Scenario 1] || BattleShipGalaxy || || 0 || 1 ||
|-
| /NewFolder/BSG/0 || [シナリオ2] || [Scenario 2] || BattleShipGalaxy || || 0 || 2 ||
|-
| /NewFolder/BSG/0 || [シナリオ3] || [Scenario 3] || BattleShipGalaxy || || 0 || 3 ||
|-
| /NewFolder/BSG/BSZ || ゾーン || zone || || || 0 || 1 ||
|-
| /NewFolder/BSG/BSZ/0 || 対巨大要塞ゾーン || Giant fortress zone against || VsHugeBattleShipZone || A || 0 || 1 ||
|-
| /NewFolder/BSG/BSZ/0 || 分子構造惑星ゾーン || Molecular structure planet zone || BombheiLectureZone || A || 0 || 1 ||
|-
| /NewFolder/BSG/BSZ/0 || 宇宙機雷Gキャプチャーゾーン || Space Mine G Capture Zone || SpaceMineGCaptureZone || A || 0 || 1 ||
|-
| /NewFolder/BSG/BSZ/0 || 要塞内部移動用砲台ゾーン || Fortress internal movement barrel zone || MarioLancherLecture3Zone || A || 0 || 1 ||
|-
| /NewFolder/BSG/BSZ/0 || 移動用砲台楕円惑星ゾーン || Mobile turret elliptical planet zone || MarioLancherLecture2Zone || A || 0 || 1 ||
|-
| /NewFolder/BSG/BSZ/0 || 要塞内部重力反転ゾーン || Fortress internal gravity reversal zone || UfoGravityTurnOverZone || A || 0 || 3 ||
|-
| /NewFolder/BSG/BSZ/0 || 要塞内部ジャンプビーマーゾーン || Fortress internal jumping beer zone || FortressJumpBeamerZone || A || 0 || 3 ||
|-
| /NewFolder/BSG/BSZ/0 || 球状穴ぼこキラーゾーン || Globic hole buckwheat killer zone || BattleShipKillerPlanetZone\StageData || A || 0 || 1 ||
|-
| /NewFolder/BSG/BSZ/0 || トライレッグボスゾーン || Tri -Leg Boss Zone || TriPodBossZone || A || 0 || 3 ||
|-
| /NewFolder/BSG/BSZ/0 || 要塞タイムアタックゾーン || Fortress time attack zone || BombTimeAttackZone || A || 0 || 1 ||
|-
| /NewFolder/BSG/BSS || 試作 || Trial production || || || 0 || 1 ||
|-
| /NewFolder/BSG/BSS/0 || 対要塞試作00ゾーン || Test for the fortress 00 zone || VsHugeBattleShipT00Zone || A || 0 || 1 ||
|-
| /NewFolder/BSG/BSS/0 || 要塞内部ジャンプガーダーゾーン || Fortress internal jumping garment zone || BattleShipJumpGuarderZone || A || 0 || 3 ||
|-
| /NewFolder/BSG/BSS/0 || UFOジャンプガーダー2ゾーン || UFO Jump Guarder 2 Zone || UfoJumpGuarderZone || C || 0 || 3 ||
|-
| /NewFolder/BSG/BSS/0 || UFOベーゴマンゾーン || UFO Begoman Zone || UfoBegomanZone || C || 0 || 3 ||
|-
| /NewFolder/BSG/BSS/0 || 林田ギャラクシー || Hayashida Galaxy || BattleShipGalaxyTrial || || 0 || 1 ||
|-
| /NewFolder/BSG/BSS/0 || ジャンプガーターゾーン || Jump garter zone || UfoInside1Zone || C || 0 || 3 ||
|-
| /NewFolder/BSG/BSS/0 || Y字惑星ゾーン || Y -character planet zone || YShapePlanetZone || || 0 || 3 ||
|-
| /NewFolder/BSG/BSS/0 || UFOツキダシクンゾーン || UFO Tsukida Kunzon || UfoTsukidashiKunZone || || 0 || 3 ||
|-
| /NewFolder/BSG/BSS/0 || UFOジライラゾーン || UFO Jirilla Zone || UfoJirairaZone || || 0 || 3 ||
|-
| /NewFolder/BSG/BSS/0 || 球状キラーゾーン || Glossy killer zone || SubordineteGamilassZone || || 0 || 3 ||
|-
| /NewFolder/BSG/BSS/0 || ボム兵レクチャー || Bomb soldier lecture || BombheiLectureOld1Zone || || 0 || 1 ||
|-
| /NewFolder/BSG/BSS/0 || 移動用砲台レクチャー || Mobile turret lecture || MarioLancherLectureZone || || 0 || 1 ||
|-
| /NewFolder/BSG/BSS/0 || 戦艦内部 || Inside the battleship || HugeUfoInsideZone || || 0 || 3 ||
|-
| /NewFolder/BSG/BSS/0 || トライアングルUFO || Triangle UFO || TriangleUfoZone || || 0 || 1 ||
|-
| /NewFolder/0 || ■クッパ戦1 || ■ Battle 1 || HosonoTest04 || || 0 || 1 ||
|-
| /NewFolder/0 || ウインドガーデン || Wind garden || CosmosGardenGalaxy || || 0 || 1 ||
|-
| /NewFolder/NewFolder22 || アイスボルケーノ || Ice volcano || || || 0 || 1 ||
|-
| /NewFolder/NewFolder22/0 || アイスボルケーノギャラクシー || Ice Volcano Galaxy || IceVolcanoGalaxy || || 0 || 1 ||
|-
| /NewFolder/NewFolder22/NewFolder || ゾーン || zone || || || 0 || 1 ||
|-
| /NewFolder/NewFolder22/NewFolder/0 || 雪溶かしゲーム || Snow -melted game || YukidarumaZone || || 0 || 1 ||
|-
| /NewFolder/NewFolder22/NewFolder/0 || アステロイドベルトゾーン || Asteroid belt zone || AsteroidBeltZone || || 0 || 1 ||
|-
| /NewFolder/NewFolder22/NewFolder/0 || アイスリングAゾーンシナリオ1 || Ice ring A zone scenario 1 || IceRingAZone || A || 0 || 1 ||
|-
| /NewFolder/NewFolder22/NewFolder/0 || アイスリングAゾーンシナリオ2 || Ice ring A zone scenario 2 || IceRingAZone || B || 0 || 2 ||
|-
| /NewFolder/NewFolder22/NewFolder/0 || アイスリングBゾーンシナリオ3 || Ice ring B zone scenario 3 || IceRingBZone || || 0 || 3 ||
|-
| /NewFolder/NewFolder22/NewFolder/0 || みちひき惑星 || Michihiki planet || IceMichihikiZone || A || 0 || 1 ||
|-
| /NewFolder/NewFolder22/NewFolder/0 || スノーカプセルゾーン || Snow capsule zone || SnowCapsuleZone || A || 0 || 1 ||
|-
| /NewFolder/NewFolder22/NewFolder/0 || 溶岩サンドイッチテスト || Lava sandwich test || Sandwich || || 0 || 1 ||
|-
| /NewFolder/NewFolder22/NewFolder/0 || アイス溶岩島ゾーン || Ice lava island zone || IceLavaIslandZone || || 0 || 1 ||
|-
| /NewFolder/NewFolder22/NewFolder/0 || アイスネタテスト || Ice story test || IceHomeTestZone || A || 0 || 1 ||
|-
| /NewFolder/NewFolder22/NewFolder/0 || ファイアマリオネタテスト || Fire Mario Neta Test || IceHomeTest2Zone || || 0 || 1 ||
|-
| /NewFolder/NewFolder22/NewFolder/0 || 三角プレートゾーン || Triangle plate zone || FallTriangleZone || || 0 || 1 ||
|-
| /NewFolder/NewFolder22/NewFolder/0 || 流氷ゾーン || Drift ice zone || DriftIceZone || || 0 || 1 ||
|-
| /NewFolder/NewFolder22/NewFolder/0 || マウンテン || Mountain || IceMountainZone || A || 0 || 1 ||
|-
| /NewFolder/NewFolder22/NewFolder/0 || 氷土管迷路ゾーン || Ice clay maze zone || IceMazeWithPipeZone || || 0 || 1 ||
|-
| /NewFolder/NewFolder22/NewFolder/0 || ボルケーノプラネット || Volcano Planet || VolcanoPlanetZone || A || 0 || 1 ||
|-
| /NewFolder/0 || ファントム || phantom || PhantomGalaxy || || 0 || 1 ||
|-
| /NewFolder/NewFolder8 || サンドアイランド || Sand island || || || 0 || 1 ||
|-
| /NewFolder/NewFolder8/0 || サンドアイランドギャラクシー || Sand Island Galaxy || SandClockGalaxy || || 0 || 1 ||
|-
| /NewFolder/NewFolder8/Desert || ゾーン || zone || || || 0 || 1 ||
|-
| /NewFolder/NewFolder8/Desert/0 || 流砂2Dゾーン || 2D zone || QuickSand2DZone || || 0 || 1 ||
|-
| /NewFolder/NewFolder8/Desert/0 || 砂タワーゾーン || Sand tower zone || SandTowerZone || || 0 || 1 ||
|-
| /NewFolder/NewFolder8/Desert/0 || 砂ストリームゾーン || Sand stream zone || SandStreamZone || || 0 || 1 ||
|-
| /NewFolder/NewFolder8/Desert/0 || 砂川ゾーン || Sunagawa zone || SandRiverZone || || 0 || 1 ||
|-
| /NewFolder/NewFolder8/Desert/0 || 砂アップダウンゾーン1 || Sand -up Daun Zone 1 || SandUpDownZone || A || 0 || 1 ||
|-
| /NewFolder/NewFolder8/Desert/0 || 砂アップダウンゾーン2 || Sand -up Down Zone 2 || SandUpDownZone || B || 0 || 1 ||
|-
| /NewFolder/NewFolder8/Desert/0 || 砂島サンボゾーン || Sandland Sunbo Zone || SandIslandSamboZone || || 0 || 1 ||
|-
| /NewFolder/NewFolder8/Desert/0 || サンボキューブゾーン || Sambocube zone || SamboCubeZone || || 0 || 1 ||
|-
| /NewFolder/NewFolder8/Desert/0 || 砂漠ディスクゾーン || Desert Disk Zone || DesertDiskZone || || 0 || 1 ||
|-
| /NewFolder/NewFolder8/Desert/0 || 砂対流ゾーン || Sand -style zone || DesertConvectionZone || || 0 || 1 ||
|-
| /NewFolder/NewFolder8/Desert/0 || 砂時計ゾーン || Hourglass zone || SandGlassZone || || 0 || 1 ||
|-
| /NewFolder/NewFolder8/Desert/0 || 塔内部ゾーン || Tower internal zone || DesertInsideZone || || 0 || 1 ||
|-
| /NewFolder/NewFolder8/Desert/0 || デザートワームゾーン || Desert worm zone || DesertWormZone || || 0 || 1 ||
|-
| /NewFolder/NewFolder8/Desert/0 || ココポイハナゾーン || Coco Poi Hana Zone || CocoPoihanaZone || || 0 || 1 ||
|-
| /NewFolder/NewFolder8/Desert/0 || デザートオタキングゾーン || Dessert otaking zone || DesertOtakingZone || || 0 || 1 ||
|-
| /NewFolder/NewFolder || ダンジョンケイブ || Dungeon cave || || || 0 || 1 ||
|-
| /NewFolder/NewFolder/0 || [シナリオ1]幽霊船の呪術師をたおせ! || [Scenario 1] Defeat the magician on the ghost ship! || OceanPhantomCaveGalaxy || A || 0 || 1 ||
|-
| /NewFolder/NewFolder/0 || [シナリオ2]ガケの上の宝箱 || [Scenario 2] Treasure chest on the cliff || OceanPhantomCaveGalaxy || B || 0 || 2 ||
|-
| /NewFolder/NewFolder/0 || [シナリオ3]帰ってきた海のギャング || [Scenario 3] The sea gang returns || OceanPhantomCaveGalaxy || C || 0 || 3 ||
|-
| /NewFolder/NewFolder/0 || [シナリオ4]海底トンネルの秘宝 || [Scenario 4] The treasure of the seabed tunnel || OceanPhantomCaveGalaxy || D || 0 || 4 ||
|-
| /NewFolder/NewFolder/0 || [シナリオ5]J字惑星のスター || [Scenario 5] J-shaped planet star || OceanPhantomCaveGalaxy || E || 0 || 5 ||
|-
| /NewFolder/NewFolder/0 || [シナリオ6]月とウサギと亀 || [Scenario 6] Moon, rabbit, and turtle || OceanPhantomCaveGalaxy || F || 0 || 6 ||
|-
| /NewFolder/OCN || オーシャンリング || Ocean ring || || || 0 || 1 ||
|-
| /NewFolder/OCN/0 || [シナリオ1]海の中の木箱 || [Scenario 1] A wooden box in the sea || OceanRingGalaxy || || 0 || 1 ||
|-
| /NewFolder/OCN/0 || [シナリオ2]ひかるコウラをさがせ! || [Scenario 2] Find the shining Koura! || OceanRingGalaxy || || 0 || 2 ||
|-
| /NewFolder/OCN/0 || [シナリオ3]シャッチーリング || [Scenario 3] Shuttling || OceanRingGalaxy || || 0 || 3 ||
|-
| /NewFolder/OCN/0 || [シナリオ4]ペンギンレース || [Scenario 4] Penguin race || OceanRingGalaxy || || 0 || 4 ||
|-
| /NewFolder/OCN/0 || [シナリオ5]イエローチップ || [Scenario 5] Yellow chip || OceanRingGalaxy || || 0 || 5 ||
|-
| /NewFolder/OCN/0 || [シナリオ6]ガケ裏の宝箱 || [Scenario 6] Treasure chest behind the cliff || OceanRingGalaxy || || 0 || 6 ||
|-
| /NewFolder/OCN/0 || [シナリオ7]ブッシュポンプのナゾ || [Scenario 7] Bush pump mystery || OceanRingGalaxy || || 0 || 7 || [[Sea Slide Galaxy]] (OceanRingGalaxy) only has six stars in the final game.
|-
| /NewFolder/OCN/0 || [シナリオ8]マングローブのスター || [Scenario 8] Mangrove star || OceanRingGalaxy || || 0 || 8 || Ditto.
|-
| /NewFolder/TomorrowKingdom || オータムウッズ || Autumn Woods || || || 0 || 1 ||
|-
| /NewFolder/TomorrowKingdom/NewFolder || ゾーン || zone || || || 0 || 1 ||
|-
| /NewFolder/TomorrowKingdom/NewFolder/0 || リバースフォレストホームゾーン || Reverse Forest Home Zone || ReverseForestHomeZone || || 0 || 1 ||
|-
| /NewFolder/CFGA || キャノンフリート || Cannon fleet || || || 0 || 1 ||
|-
| /NewFolder/CFGA/0 || [シナリオ1] || [Scenario 1] || CannonFleetGalaxy || || 0 || 1 ||
|-
| /NewFolder/CFGA/0 || [シナリオ2] || [Scenario 2] || CannonFleetGalaxy || || 0 || 2 ||
|-
| /NewFolder/CFGA/0 || [シナリオ3] || [Scenario 3] || CannonFleetGalaxy || || 0 || 3 ||
|-
| /NewFolder/CFGA/CFGZ || ゾーン || zone || || || 0 || 1 ||
|-
| /NewFolder/CFGA/CFGZ/0 || ビーマーラッシュゾーン || Beamer rush zone || BeamerRushZone || A || 0 || 1 ||
|-
| /NewFolder/CFGA/CFGZ/0 || ボムタイムアタック2 || Bomb time attack 2 || BombTimeAttack2Zone || A || 0 || 1 ||
|-
| /NewFolder/CFGA/CFGZ/0 || ベーゴマン連星 || Begoman binaries || UfoBegomanChainedPlanetZone || A || 0 || 1 ||
|-
| /NewFolder/CFGA/CFGZ/0 || キャノン弾Gキャプチャー || Cannon bullet G capture || CannonGCaptureZone || A || 0 || 1 ||
|-
| /NewFolder/CFGA/CFGZ/0 || 絶壁登りゾーン || Cliff climbing zone || FortressCliffClimbZone || A || 0 || 1 ||
|-
| /NewFolder/CFGA/CFGZ/0 || 電撃ビリビリUFO || Dengeki Biribiri UFO || ElectricUfoZone || A || 0 || 1 ||
|-
| /NewFolder/CFGA/CFGZ/0 || ねじまき船団 || Screw fleet || ScrewFleetZone || A || 0 || 1 ||
|-
| /NewFolder/CFGA/CFGZ/0 || 2D重力回転ゾーン || 2D gravity rotation zone || CanonTurnOverZone || A || 0 || 3 ||
|-
| /NewFolder/CFGA/CFGZ/0 || 対巨大要塞レベル2ゾーン || Giant Fortress Level 2 Zone || VsHugeBattleShipLv2Zone || A || 0 || 2 ||
|-
| /NewFolder/CFGA/CFGZ/0 || ビームガン連星 || Beam gun star || UfoBegomanChainedPlanetZone || A || 0 || 3 ||
|-
| /NewFolder/CFGA/CNF || 試作 || Trial production || || || 0 || 1 ||
|-
| /NewFolder/CFGA/CNF/0 || 穴ぼこレーザー惑星 || Holes Boko Laser Planet || LaserPotholePlanetZone || A || 0 || 1 ||
|-
| /NewFolder/CFGA/CNF/0 || 巨大レーザー砲 || Giant laser gun || HugeLaserCannonZone || A || 0 || 1 ||
|-
| /NewFolder/CFGA/CNF/0 || ボスベーゴマン試作01 || Boss Bagoman prototype 01 || ElectricUfoTest01Zone || A || 0 || 1 ||
|-
| /NewFolder/CFGA/CNF/0 || ボスベーゴマン試作02 || Boss Bagoman prototype 02 || ElectricUfoTest02Zone || A || 0 || 1 ||
|-
| /NewFolder/CFGA/CNF/0 || ボスベーゴマン試作03 || Boss Bagoman prototype 03 || ElectricUfoTest03Zone || A || 0 || 1 ||
|-
| /NewFolder/CFGA/CNF/0 || ボスベーゴマン試作04 || Boss Bagoman prototype 04 || ElectricUfoTest04Zone || A || 0 || 1 ||
|-
| /NewFolder/CFGA/CNF/0 || ジライラホッパーゾーン || Jirilla Hopper Zone || JirairaHopperOrgZone || || 0 || 1 ||
|-
| /NewFolder/CFGA/CNF/0 || ビーマーラッシュ || Berman rush || BeamerRushZone || || 0 || 1 ||
|-
| /NewFolder/CFGA/CNF/0 || 移動用砲台迷路試作その1 || Mobile turret maze prototype part 1 || LauncherMazeOld1Zone || A || 0 || 1 ||
|-
| /NewFolder/CFGA/CNF/0 || ベーゴマンダンベル惑星 || Begomandanbell Planet || DumbbellBegomanPlanetZone || A || 0 || 1 ||
|-
| /NewFolder/CFGA/CNF/0 || レーザーどら焼き惑星 || Laser dorayaki planet || LaserDorayakiPlanetZone || A || 0 || 1 ||
|-
| /NewFolder/CFGA/CNF/0 || 巨大レーザー砲 || Giant laser gun || HugeLaserCannonZone || A || 0 || 1 ||
|-
| /NewFolder/CFGA/CNF/0 || 無敵ダッシュ || Invincible dash || IkkakuTimeAttackZone || || 0 || 1 ||
|-
| /NewFolder/CFGA/CNF/0 || キャノンフリートホーム || Canon Fleet Home || CannonFleetHomeZone || || 0 || 1 ||
|-
| /NewFolder/0 || ■クッパ戦2 || ■ Battle 2 || HosonoTest04 || || 0 || 1 ||
|-
| /NewFolder/FLG || フローターランド || Floater land || || || 16 || 1 ||
|-
| /NewFolder/FLG/0 || [シナリオ1] || [Scenario 1] || OceanFloaterLandGalaxy || || 0 || 1 ||
|-
| /NewFolder/FLG/0 || [シナリオ2] || [Scenario 2] || OceanFloaterLandGalaxy || || 0 || 2 ||
|-
| /NewFolder/FLG/0 || [シナリオ3] || [Scenario 3] || OceanFloaterLandGalaxy || || 0 || 3 || [[Buoy Base Galaxy]] (OceanFloaterLandGalaxy) only has two stars in the final game.
|-
| /NewFolder/FLG/OFLG || ゾーン || zone || || || 15 || 1 ||
|-
| /NewFolder/FLG/OFLG/0 || 水殻惑星 || Water planet || WaterShellZone || || 0 || 1 ||
|-
| /NewFolder/FLG/OFLG/0 || プクプクガンボル惑星 || Pukupuku Gambol Planet || PukupukuGambolZone || || 0 || 1 ||
|-
| /NewFolder/FLG/OFLG/0 || 海底火山惑星 || Submarine volcano planet || SubmarineVolcanoPlanetZone || || 0 || 1 ||
|-
| /NewFolder/FLG/OFLG/0 || オーシャンチャーチ惑星 || Ocean church planet || OceanChurchZone || || 0 || 1 ||
|-
| /NewFolder/FLG/OFLG/0 || フローターランド惑星 || Floater land planet || FloaterLandZone || || 0 || 1 ||
|-
| /NewFolder/HPG || ヘルプロミネンス || Hell prominence || || || 0 || 1 ||
|-
| /NewFolder/HPG/0 || [シナリオ1] || [Scenario 1] || HellProminenceGalaxy || || 0 || 1 ||
|-
| /NewFolder/HPG/0 || [シナリオ2] || [Scenario 2] || HellProminenceGalaxy || || 0 || 2 ||
|-
| /NewFolder/HPG/0 || [シナリオ3] || [Scenario 3] || HellProminenceGalaxy || || 0 || 3 ||
|-
| /NewFolder/HPG/YZN || 各ゾーン || Each zone || || || 10 || 1 ||
|-
| /NewFolder/HPG/YZN/0 || メラメラ全滅惑星 || Meramera annihilated planet || ExterminateMerameraPlanetZone || A || 0 || 1 ||
|-
| /NewFolder/HPG/YZN/0 || C型ドッスン惑星 || C type Dosun planet || HellTypeCDossunPlanetZone || A || 0 || 3 ||
|-
| /NewFolder/HPG/YZN/0 || マグマライジングゾーン || Magma Rising Zone || HellMagmaRisingZone || A || 0 || 2 ||
|-
| /NewFolder/HPG/YZN/0 || ディノパックンLv2 || Dinopakkun Lv2 || DinoPackunBattleLv2Zone || A || 0 || 3 ||
|-
| /NewFolder/HPG/YZN/0 || ヘルホーム:シナリオ1 || Hell home: Scenario 1 || HellHomeZone || A || 0 || 1 ||
|-
| /NewFolder/HPG/YZN/0 || ヘルホーム:シナリオ2 || Hell home: Scenario 2 || HellHomeZone || B || 0 || 2 ||
|-
| /NewFolder/HPG/YZN/0 || ヘルホーム:シナリオ3 || Hell home: Scenario 3 || HellHomeZone || C || 0 || 3 ||
|-
| /NewFolder/HPG/YZN/0 || ヘルGキャプチャーゾーン || Hell G Capture Zone || HellGcapZone || A || 0 || 1 ||
|-
| /NewFolder/HPG/YZN/0 || ヘル崩落回廊ゾーン || Hell collapse corridor zone || HellLavaFloatingZone || A || 0 || 1 ||
|-
| /NewFolder/HPG/YZN/0 || ヘルメテオゾーン || Hell meteor zone || HellMeteoZone || A || 0 || 1 ||
|-
| /NewFolder/HPG/YZN/0 || 回転地面2D惑星 || Rotated ground 2D planet || HellRotateGround2DPlanetZone || A || 0 || 3 ||
|-
| /NewFolder/HPG/YZN/0 || ヘルJ字キラー惑星 || Hell J -shaped killer planet || HellJKillerZone || A || 0 || 1 ||
|-
| /NewFolder/HPG/YZN/0 || ヘル貝殻惑星 || Hell shell planet || HellShellZone || A || 0 || 1 ||
|-
| /NewFolder/HPG/YZN/0 || ヘル溶岩半球惑星 || Hell lava hemispherical planet || HellPoolBZone || A || 0 || 1 ||
|-
| /NewFolder/HPG/YZN/0 || ヘル溶岩回転惑星 || Hell lava rotation planet || HellPoolAZone || A || 0 || 1 ||
|-
| /NewFolder/HPG/HPS || 試作 || Trial production || || || 0 || 1 ||
|-
| /NewFolder/HPG/HPS/0 || 元祖溶岩ギャラクシー || Original lava galaxy || LavaGalaxy || || 0 || 1 ||
|-
| /NewFolder/HPG/HPS/0 || 溶岩メテオ || Lava meteor || LavaMeteoZone || || 0 || 1 ||
|-
| /NewFolder/HPG/HPS/0 || 崩落回廊ゾーン || Collapse corridor zone || LavaFloatingZone || || 0 || 1 ||
|-
| /NewFolder/HPG/HPS/0 || J字キラー惑星 || J -shaped killer planet || JKillerStageZone || || 0 || 1 ||
|-
| /NewFolder/HPG/HPS/0 || 貝殻惑星 || Shell planet || ShellLavaZone || || 0 || 1 ||
|-
| /NewFolder/HPG/HPS/0 || 溶岩回転惑星 || Lava rotation planet || LavaPoolAZone || || 0 || 1 ||
|-
| /NewFolder/HPG/HPS/0 || 溶岩半球惑星 || Lava hemispherical planet || LavaPoolBZone || || 0 || 1 ||
|-
| /NewFolder/HPG/HPS/0 || Gキャプチャーゾーン || G Capture Zone || LavaGcapBZone || || 0 || 1 ||
|-
| /NewFolder/HPG/HPS/0 || 溶岩ホーム || Lava platform || LavaHomeZone || || 0 || 1 ||
|-
| /NewFolder/0 || オーロラフロスト || Aurora Frost || IceGalaxy || || 0 || 1 ||
|-
| /NewFolder/0 || エルデザート || El desert || DesertGalaxy || || 0 || 1 ||
|-
| /NewFolder/0 || メックプラント || Mech plant || FactoryGalaxy || || 0 || 1 ||
|-
| /NewFolder/NewFolder4 || マグマコロシアム || Magmakorosium || || || 0 || 1 ||
|-
| /NewFolder/NewFolder4/0 || マグマコロシアム(溶岩2) || Magmakorosium (lava 2) || LavaGalaxy || || 0 || 1 ||
|-
| /NewFolder/NewFolder4/NewFolder || 各ゾーン || Each zone || || || 0 || 1 ||
|-
| /NewFolder/NewFolder4/NewFolder/0 || フローターオタキング試作 || Flower otaking prototype || FloaterOtakingTest || || 0 || 1 ||
|-
| /NewFolder/NewFolder3 || ダークレインボー || Dark Rainbow || || || 0 || 1 ||
|-
| /NewFolder/NewFolder3/0 || ダークレインボー || Dark Rainbow || DarkRainbowGalaxy || || 0 || 1 ||
|-
| /NewFolder/0 || ■クッパ戦3 || ■ Battle 3 || HosonoTest04 || || 0 || 1 ||
|-
| /NewFolder/ || テレサマリオ2DEx || Teresa Mario 2D Ex || || || 0 || 1 ||
|-
| /NewFolder/0 || テレサマリオ2Dレースゾーン || Teresa Mario 2D race zone || TeresaMario2DRaceZone || || 0 || 1 ||
|-
| /NewFolder/0 || テレサ2Dゾーン || Teresa 2D Zone || Teresa2DZone || || 0 || 1 ||
|-
| /NewFolder/NewFolder5 || ハニークライム || Honey Climb || || || 0 || 1 ||
|-
| /NewFolder/NewFolder5/0 || ハニービーExギャラクシー || Honeybee Ex Galaxy || HoneyBeeExGalaxy || || 0 || 1 ||
|-
| /NewFolder/NewFolder5/NewFolder || 各ゾーン || Each zone || || || 0 || 1 ||
|-
| /NewFolder/NewFolder5/NewFolder/0 || カベのぼりEx(A)ゾーン || Wall climbing Ex (A) zone || WallClimbExAZone || || 0 || 1 ||
|-
| /NewFolder/NewFolder5/NewFolder/0 || カベのぼりEx(B)ゾーン || Wall climbing Ex (B) zone || WallClimbExBZone || || 0 || 1 ||
|-
| /NewFolder/NewFolder5/NewFolder/0 || カベのぼりEx(C)ゾーン || Wall climbing Ex (C) zone || WallClimbExCZone || || 0 || 1 ||
|-
| /NewFolder/TamakoroExLv1Galaxy || トライアルボール || Trial ball || || || 0 || 1 ||
|-
| /NewFolder/TamakoroExLv1Galaxy/0 || タマコロExLv1ギャラクシー || Tamakoro ExLv1 Galaxy || TamakoroExLv1Galaxy || || 0 || 1 ||
|-
| /NewFolder/TamakoroExLv1Galaxy/NewFolder || 各ゾーン || Each zone || || || 0 || 1 ||
|-
| /NewFolder/TamakoroExLv1Galaxy/NewFolder/0 || タマコロEx(A)ゾーン || Tamakoro Ex (A) Zone || TamakoroExAZone || || 0 || 1 ||
|-
| /NewFolder/TamakoroExLv2Galaxy || チャレンジボール || Challenge ball || || || 0 || 1 ||
|-
| /NewFolder/TamakoroExLv2Galaxy/0 || タマコロExLv2ギャラクシー || Tamakoro ExLv2 Galaxy || TamakoroExLv2Galaxy || || 0 || 1 ||
|-
| /NewFolder/TamakoroExLv2Galaxy/NewFolder || 各ゾーン || Each zone || || || 0 || 1 ||
|-
| /NewFolder/TamakoroExLv2Galaxy/NewFolder/0 || タマコロEx(B)ゾーン || Tamakoro Ex (B) Zone || TamakoroExBZone || || 0 || 1 ||
|-
| /NewFolder/NewFolder11 || トライアルバブル || Trial bubble || || || 0 || 1 ||
|-
| /NewFolder/NewFolder11/0 || キューブあわExLv1ギャラクシー || Cube Bubble ExLv1 Galaxy || CubeBubbleExLv1Galaxy || || 0 || 1 ||
|-
| /NewFolder/NewFolder11/NewFolder || 各ゾーン || Each zone || || || 0 || 1 ||
|-
| /NewFolder/NewFolder11/NewFolder/0 || あわEX(A) || Bubble EX (A) || CubeBubbleExAZone || || 0 || 1 ||
|-
| /NewFolder/NewFolder11/NewFolder/0 || あわEX(D) || Bubble EX (D) || CubeBubbleExDZone || || 0 || 1 ||
|-
| /NewFolder/NewFolder12 || チャレンジバブル || Challenge bubble || || || 0 || 1 ||
|-
| /NewFolder/NewFolder12/0 || キューブあわExLv2ギャラクシー || Cube Bubble ExLv2 Galaxy || CubeBubbleExLv2Galaxy || || 0 || 1 ||
|-
| /NewFolder/NewFolder12/NewFolder || 各ゾーン || Each zone || || || 0 || 1 ||
|-
| /NewFolder/NewFolder12/NewFolder/0 || あわEx(B)ゾーン || Bubble Ex (B) zone || CubeBubbleExBZone || || 0 || 1 ||
|-
| /NewFolder/NewFolder12/NewFolder/0 || あわEx(C)ゾーン || Bubble Ex (C) Zone || CubeBubbleExCZone || || 0 || 1 ||
|-
| /NewFolder/NewFolder13 || 過去のギャラクシー || Past Galaxy || || || 0 || 1 ||
|-
| /NewFolder/NewFolder13/0 || 旧溶岩ギャラクシー || Old lava galaxy || LavaGalaxy || || 0 || 1 ||
|-
| /NewFolder/NewFolder13/0 || 旧天文台外側 || Outside of the Observatory || AstroGalaxyOld || || 0 || 1 ||
|-
| /NewFolder/NewFolder13/0 || E3ギャラクシー || E3 galaxy || GalaxyStage || || 0 || 1 ||
|-
| /PLA || プランナー試作 || Planner prototype || || || 10 || 1 ||
|-
| /PLA/KZM || 小泉 || Koizumi || || || 15 || 1 || [[Yoshiaki Koizumi]]
|-
| /PLA/KZM/0 || テレサレース実験 || Teresa race experiment || TeresaMario2DTMPGalaxy || || 0 || 1 ||
|-
| /PLA/KZM/0 || 旧ヘブンリービーチ || Old Heavenly Beach || WaterHomeZone || || 0 || 1 ||
|-
| /PLA/KZM/0 || 旧オーシャンリング || Old ocean ring || OceanRingOldZone || || 0 || 1 ||
|-
| /PLA/KZM/0 || 旧フローターランド || Former floater land || KozWaterMapAZone || || 0 || 1 ||
|-
| /PLA/KZM/0 || 旧海底火山惑星 || Former seabed volcano planet || SeaVolcanoZone || || 0 || 1 ||
|-
| /PLA/KZM/0 || 旧幽霊船の洞窟 || Former ghost ship cave || KozWaterMapBZone || || 0 || 1 ||
|-
| /PLA/KZM/0 || 旧鉄砲水惑星 || Former gunfire planet || BallBallZone || || 0 || 1 ||
|-
| /PLA/KZM/0 || 旧海洋惑星実験C || Former Marine Planetary Experiment C || KozWaterMapCZone || || 0 || 1 ||
|-
| /PLA/KZM/0 || 旧海底火山惑星 || Former seabed volcano planet || SeaVolcanoZone || || 0 || 1 ||
|-
| /PLA/KZM/0 || 小泉テスト(塔実験) || Koizumi test (tower experiment) || KoizumiTest || || 0 || 1 ||
|-
| /PLA/KZM/0 || 小泉テスト2(プレイヤー調整用) || Koizumi Test 2 (for player adjustment) || KoizumiTest2 || || 0 || 1 ||
|-
| /PLA/KZM/0 || 小泉テスト3(クモ実験) || Koizumi Test 3 (Spider experiment) || KoizumiTest3 || || 0 || 1 ||
|-
| /PLA/KZM/0 || 小泉テスト4(湖) || Koizumi Test 4 (Lake) || KoizumiTest4 || || 0 || 1 ||
|-
| /PLA/KZM/0 || 小泉テスト5(タマコロステーション) || Koizumi Test 5 (Tamakoro Station) || KoizumiTest5 || || 0 || 1 ||
|-
| /PLA/KZM/0 || 小泉テスト6(たんぽぽが丘実験) || Koizumi Test 6 (Dandelion Hill Experiment) || KoizumiTest6 || || 0 || 1 ||
|-
| /PLA/KZM/0 || BattleMap || BattleMap || BattleMap || || 0 || 1 ||
|-
| /PLA/KZM/0 || BattleMap2 || BattleMap2 || BattleMap2 || || 0 || 1 ||
|-
| /PLA/HYD || 林田 || Hayashida || || || 5 || 1 || [[Koichi Hayashida]]
|-
| /PLA/HYD/PhantomGalaxy || ファントムギャラクシー || Phantom Galaxy || || || 0 || 1 ||
|-
| /PLA/HYD/PhantomGalaxy/0 || ファントムギャラクシー || Phantom Galaxy || PhantomGalaxy || || 0 || 1 ||
|-
| /PLA/HYD/PhantomGalaxy/0 || Gキャプチャーチュートリアルゾーン || G Capture Tutorial Zone || GCaptureTutorialZone || || 0 || 1 ||
|-
| /PLA/HYD/PhantomGalaxy/0 || 旧ファントムギャラクシー || Former Phantom Galaxy || PhantomGalaxyOld || || 0 || 1 ||
|-
| /PLA/HYD/NewFolder3 || フォレストギャラクシー || Forest Galaxy || || || 0 || 1 ||
|-
| /PLA/HYD/NewFolder3/0 || フォレストギャラクシー || Forest Galaxy || ForestGalaxy || || 0 || 1 ||
|-
| /PLA/HYD/NewFolder3/0 || フォレストホームゾーン || Forest home zone || ForestHomeZone || || 0 || 1 ||
|-
| /PLA/HYD/NewFolder3/0 || エリンギプラネットゾーン || Eringi plastic need zone || EringiPlanetZone || || 0 || 1 ||
|-
| /PLA/HYD/NewFolder3/0 || 花咲く惑星イメージ || Flowering planet image || FlowerPlanetZone || || 0 || 1 ||
|-
| /PLA/HYD/Desert || 砂漠ギャラクシー || Desert Galaxy || || || 0 || 1 ||
|-
| /PLA/HYD/Desert/0 || 砂漠ギャラクシー || Desert Galaxy || DesertGalaxy || || 0 || 1 ||
|-
| /PLA/HYD/Desert/NewFolder || テスト || test || || || 0 || 1 ||
|-
| /PLA/HYD/Desert/NewFolder/0 || 砂漠ホームテスト1 || Desert Home Test 1 || DesertHomeTest || || 0 || 1 ||
|-
| /PLA/HYD/Desert/NewFolder/0 || 砂漠ホームテスト2 || Desert Home Test 2 || DesertHomeTest2 || || 0 || 1 ||
|-
| /PLA/HYD/Desert/NewFolder/0 || 砂漠ホームテスト3 || Desert Home Test 3 || DesertHome3Test || || 0 || 1 ||
|-
| /PLA/HYD/NewFolder2 || アイスギャラクシー || Ice galaxy || || || 0 || 1 ||
|-
| /PLA/HYD/NewFolder2/0 || アイスギャラクシー || Ice galaxy || IceGalaxy || || 0 || 1 ||
|-
| /PLA/HYD/NewFolder2/NewFolder || ゾーン || zone || || || 0 || 1 ||
|-
| /PLA/HYD/NewFolder2/NewFolder/0 || アイスネタテスト || Ice story test || IceHomeTestZone || || 0 || 1 ||
|-
| /PLA/HYD/NewFolder2/NewFolder/0 || ファイアマリオネタテスト || Fire Mario Neta Test || IceHomeTest2Zone || || 0 || 1 ||
|-
| /PLA/HYD/NewFolder2/NewFolder/0 || 三角プレートゾーン || Triangle plate zone || FallTriangleZone || || 0 || 1 ||
|-
| /PLA/HYD/NewFolder2/NewFolder/0 || 流氷ゾーン || Drift ice zone || DriftIceZone || || 0 || 1 ||
|-
| /PLA/HYD/NewFolder2/NewFolder/0 || 氷土管迷路ゾーン || Ice clay maze zone || IceMazeWithPipeZone || || 0 || 1 ||
|-
| /PLA/HYD/FCT || ファクトリーギャラクシー || Factory Galaxy || || || 5 || 1 ||
|-
| /PLA/HYD/FCT/0 || ファクトリーギャラクシー || Factory Galaxy || FactoryGalaxy || || 0 || 1 ||
|-
| /PLA/HYD/FCT/FCT || ゾーン || zone || || || 0 || 1 ||
|-
| /PLA/HYD/FCT/FCT/0 || スペースステーションゾーン || Space station zone || SpaceStationZone || || 0 || 1 ||
|-
| /PLA/HYD/FCT/FCT/0 || 壁重力ゾーン || Wall gravity zone || WallGravityZone || || 0 || 1 ||
|-
| /PLA/HYD/FCT/FCT/0 || メカキノコゾーン || Mecha mushroom zone || MechaKinokoZone || || 0 || 1 ||
|-
| /PLA/HYD/FCT/FCT/0 || ドンケツゾーン || Donketsu Zone || DonketuZone || || 0 || 1 ||
|-
| /PLA/HYD/FCT/FCT/0 || クルーズDPDゾーン || Cruise DPD zone || CruiseDPDZone || || 0 || 1 ||
|-
| /PLA/HYD/FCT/FCT/0 || クッキー工場ゾーン || Cookie factory zone || CookieFactoryZone || || 0 || 1 ||
|-
| /PLA/HYD/FCT/FCT/0 || ファクトリー内部ゾーン || Factory internal zone || FactoryInsideZone || || 0 || 1 ||
|-
| /PLA/HYD/FCT/0 || 玉コロドンケツファクトリー1面 || Tama Kolodonketsu Factory 1 side || FactoryStar || A || 0 || 1 ||
|-
| /PLA/HYD/FCT/0 || 玉コロドンケツファクトリー2面以降 || Tama Kolodonketsu Factory 2 and later || FactoryStar || B || 0 || 1 ||
|-
| /PLA/HYD/BSG || バトルシップギャラクシー || Battle Ship Galaxy || || || 5 || 1 ||
|-
| /PLA/HYD/BSG/0 || ★バトルシップギャラクシー || ★ Battle Ship galaxy || BattleShipGalaxy || || 0 || 1 ||
|-
| /PLA/HYD/BSG/0 || 移動用砲台チュートリアルゾーン || Mobile turret tutorial zone || CanonTutorialZone || || 0 || 1 ||
|-
| /PLA/HYD/BSG/0 || 穴ぼこキラー惑星ゾーン || Hole Bakko Killer Planetary Zone || HoleAndKillerPlanetZone || || 0 || 1 ||
|-
| /PLA/HYD/BSG/0 || トライポッドボス惑星ゾーン || Tripod boss planet zone || TripodBossPlanetZone || || 0 || 1 ||
|-
| /PLA/HYD/BSG/0 || レーザー&ボムシップゾーン || Laser & Bomb Ship Zone || LaserAndBombShipZone || || 0 || 1 ||
|-
| /PLA/HYD/BSG/0 || ミニクリボー惑星ゾーン || Mini Kiribo Planet Zone || MiniKuriZone || || 0 || 1 ||
|-
| /PLA/HYD/BSG/0 || ダブルUFOゾーン || Double UFO zone || DoubleUFOZone || || 0 || 1 ||
|-
| /PLA/HYD/BSG/0 || ナットシップゾーン || Nutship zone || NutShipZone || || 0 || 1 ||
|-
| /PLA/HYD/BSG/0 || チョロプーシップゾーン || Choropoo Ship Zone || ChoroShipZone || || 0 || 1 ||
|-
| /PLA/HYD/BSG/0 || 風船ダンベルゾーン || Balloon dumbbell zone || BalloonDumbbellZone || || 0 || 1 ||
|-
| /PLA/HYD/BSG/0 || ドラヤキゾーン || Drayer zone || DorayakiZone || || 0 || 1 ||
|-
| /PLA/HYD/BSG/0 || バトルシップ中ボスゾーン || Battleship during boss zone || BattleShipBossZone || || 0 || 1 ||
|-
| /PLA/HYD/Zone || 個別ゾーン || Individual zone || || || 0 || 1 ||
|-
| /PLA/HYD/Zone/0 || 蜂蜜うさぎ追いかけテスト || Honey rabbit chasing test || RabbitHoneyMoonTest || || 0 || 1 ||
|-
| /PLA/HYD/Zone/0 || 回転床オタキングテスト || Rotated floor otaking test || RotateFloorOtakingTest || || 0 || 1 ||
|-
| /PLA/HYD/Zone/0 || フローターオタキングテスト || Floater otaking test || FloaterOtakingTest || || 0 || 1 ||
|-
| /PLA/HYD/Zone/0 || キューブバブルチュートリアルゾーン || Cube bubble tutorial zone || CubeBubbleTutorialZone || || 0 || 1 ||
|-
| /PLA/HYD/Zone/0 || 雪タイルゾーン || Snow tile zone || SnowClearZone || || 0 || 1 ||
|-
| /PLA/HYD/Zone/0 || 泡EXサンプル || Foam EX sample || BubbleAcross || || 0 || 1 ||
|-
| /PLA/HYD/Zone/0 || フリップブロックゾーン || Flip block zone || FlipBlockZone || || 0 || 1 ||
|-
| /PLA/HYD/Zone/0 || 穴円筒ゾーン || Hole cylindrical zone || HoleCylinderZone || || 0 || 1 ||
|-
| /PLA/HYD/Zone/0 || 穴球ゾーン || Hole ball zone || HoleSphereZone || || 0 || 1 ||
|-
| /PLA/HYD/Zone/0 || ツインフォールゾーン || Twinfall Zone || TwinFallLakeZone || || 0 || 1 ||
|-
| /PLA/HYD/Zone/0 || ポイハナプラネットゾーン || Poihana Plastic Zone || PoihanaPlanetZone || || 0 || 1 ||
|-
| /PLA/HYD/Zone/0 || 上下さかさま塔ゾーン || Upper and lower Sakaasama Tower Zone || UpDownTowerZone || || 0 || 1 ||
|-
| /PLA/HYD/Zone/0 || NEW電撃ビリビリ惑星 || NEW Dengeki Billibiri Planet || BegomanHomePlanetZone || || 0 || 1 ||
|-
| /PLA/HYD/Zone/0 || 玉コロがけっぷち || Tamakoro Cliff || TestBallNarrowRoad || || 0 || 1 ||
|-
| /PLA/HYD/NewFolder || ドラヤキ提案 || Drayaki proposal || || || 0 || 1 ||
|-
| /PLA/HYD/NewFolder/0 || ドラヤキ表スター || Drayaki table star || DorayakiZone || || 0 || 1 ||
|-
| /PLA/HYD/NewFolder/0 || ドラヤキ裏スター || Drayaki back star || DorayakiToBottomZone || || 0 || 1 ||
|-
| /PLA/HYD/COC || ココツイン提案 || Koco -in proposal || || || 5 || 1 ||
|-
| /PLA/HYD/COC/0 || ココポイハナ || Coco Poihana || CocoPoihana || || 0 || 1 ||
|-
| /PLA/HYD/COC/0 || 重力変換ココツインゾーン || Gravity conversion Koco -in zone || CocoGChange || || 0 || 1 ||
|-
| /PLA/HYD/PNT || ピーナッツ提案 || Peanut proposal || || || 5 || 1 ||
|-
| /PLA/HYD/PNT/0 || ピーナッツウニゾー提案 || Peanut Unizo proposal || PeanutUnizo || || 0 || 1 ||
|-
| /PLA/HYD/PNT/0 || ピーナッツプロミネンス提案 || Peanut prominence proposal || PeanutSun || || 0 || 1 ||
|-
| /PLA/HYD/PNT/0 || ピーナッツベーゴマン提案 || Peanut Begoman proposal || PeanutBegoman || || 0 || 1 ||
|-
| /PLA/HYD/CLP || クリップ効果 || Clip effect || || || 5 || 1 ||
|-
| /PLA/HYD/CLP/0 || クリップフロアテスト || Clip floor test || ClipFloorTest || || 0 || 1 ||
|-
| /PLA/HYD/CLP/0 || クリップフロアテスト2 || Clip floor test 2 || SpotLightFloorTest || || 0 || 1 ||
|-
| /PLA/HYD/CLP/0 || テレサの暗闇部屋 || Teresa's dark room || SpotLight3DFloorTest || || 0 || 1 ||
|-
| /PLA/HYD/TPD || 三脚ボス || Tripod boss || || || 5 || 1 ||
|-
| /PLA/HYD/TPD/0 || 三脚ボスE3砲台下6→13キノピオ || Review Boss E3 Broadcast 6 → 13 Kinopio || TriPodBossE3_L6to10VerKinopio || || 0 || 1 ||
|-
| /PLA/HYD/TPD/0 || 三脚ボスE3砲台下6→13 || Rules Boss E3 Broadcast 6 → 13 || TriPodBossE3_L6to10Ver || || 0 || 1 ||
|-
| /PLA/HYD/TPD/0 || 三脚ボスE3砲台下6→14 || Rules Boss E3 below 6 → 14 || TriPodBossE3_L6to12Ver || || 0 || 1 ||
|-
| /PLA/HYD/TPD/0 || 三脚ボスE3砲台上6→8 || Rulvin Boss E3 Gansetto 6 → 8 || TriPodBossE3_U6to8Ver || || 0 || 1 ||
|-
| /PLA/HYD/TPD/0 || 三脚ボスE3砲台6 || Rules boss E3 turret 6 || TriPodBossE3Ver || || 0 || 1 ||
|-
| /PLA/HYD/TPD/0 || 三脚ボスE3砲台8 || Tripod boss E3 turret 8 || TriPodBossE3Lv2Ver || || 0 || 1 ||
|-
| /PLA/HYD/TPD/0 || 三脚ボスE3砲台12 || Rules boss E3 turret 12 || TriPodBossE3Lv3Ver || || 0 || 1 ||
|-
| /PLA/HYD/TPD/0 || 三脚ボスE3砲台下 || Breath boss E3 shell || TriPodBossE3LowVer || || 0 || 1 ||
|-
| /PLA/HYD/TPD/0 || 三脚ボステスト4月2nd || Tripod Bostest April 2nd || TriPodBossTestFourth || || 0 || 1 ||
|-
| /PLA/HYD/TPD/0 || 三脚ボステスト4月 || Boast Bostst April || TriPodBossTestThird || || 0 || 1 ||
|-
| /PLA/HYD/TPD/0 || 三脚ボステスト3月 || Rules Bostst March || TriPodBossTestHayashida2 || || 0 || 1 ||
|-
| /PLA/HYD/TPD/0 || 三脚ボステスト2月 || Tripod Bostest February || TriPodBossTestHayashida || || 0 || 1 ||
|-
| /PLA/HYD/MRC || メルカトル || Mercattle || || || 5 || 1 ||
|-
| /PLA/HYD/MRC/0 || 電撃びりびり迷路ボムヘイ || Dengeki Bomhei Bombhei || MercatorElecRailMazeBomb || || 0 || 1 ||
|-
| /PLA/HYD/MRC/0 || 電撃びりびり迷路ビリキュー || Dengeki Birthy Maze Birikyu || MercatorElecRailMaze || || 0 || 1 ||
|-
| /PLA/HYD/MRC/0 || 電撃びりびり迷路(地形バージョン) || Dengeki Birri Maze (terrain version) || MercatorElecRailMazeStatic || || 0 || 1 ||
|-
| /PLA/HYD/MRC/0 || 中氷迷路 || Middle ice maze || MercatorMiddleMaze || || 0 || 1 ||
|-
| /PLA/HYD/MRC/0 || 小氷迷路 || Small ice cage || MercatorSmallMaze || || 0 || 1 ||
|-
| /PLA/HYD/MRC/0 || ビリキュー回廊 || Virikyu corridor || MercatorPathPlanet || || 0 || 1 ||
|-
| /PLA/HYD/MRC/0 || ビリキュー回廊縦 || Villy queue corridor vertical || MercatorPathPlanetV || || 0 || 1 ||
|-
| /PLA/HYD/MRC/0 || メルカトル法テスト || Mercator Law Test || MercatorTest || || 0 || 1 ||
|-
| /PLA/HYD/NewFolder4 || テスト || test || || || 0 || 1 ||
|-
| /PLA/HYD/NewFolder4/0 || テスト || test || HayashidaTest || || 0 || 1 ||
|-
| /PLA/HYD/NewFolder4/0 || TestBall || TestBall || TestBall || || 0 || 1 ||
|-
| /PLA/HYD/NewFolder4/0 || TestBallHard || TestBallHard || TestBallHard || || 0 || 1 ||
|-
| /PLA/HYD/NewFolder4/0 || CubeMaze || CubeMaze || CubeMaze || || 0 || 1 ||
|-
| /PLA/HYD/NewFolder4/0 || 太陽系イメージ || Image of solar system || SolarSystemTest || || 0 || 1 ||
|-
| /PLA/HYD/NewFolder4/0 || 旧ワキミズ惑星ゾーン || Former Around Planetary Zone || SpringWaterPlanetZone1003 || || 0 || 1 ||
|-
| /PLA/HYD/NewFolder4/0 || 大泡移動ゾーン || Large foam movement zone || BubbleAcross || || 0 || 1 ||
|-
| /PLA/HYD/NewFolder4/0 || 巨大マップパーツテスト || Giant map parts test || Sandwich || || 0 || 1 ||
|-
| /PLA/HYD/NewFolder4/0 || 玉コロビッグスノー || Tamakoro Big Snow || IronBallSliderTest || || 0 || 1 ||
|-
| /PLA/HYD/NewFolder4/0 || ムッサーネタテスト || Musa Neta Test || WindValleyImage || || 0 || 1 ||
|-
| /PLA/HYD/NewFolder4/0 || スペースコロニーEX || Space Colony EX || SpaceColony || || 0 || 1 ||
|-
| /PLA/TJM || 辻村 || Tsujimura || || || 5 || 1 || [[Daisuke Tsujimura]]
|-
| /PLA/TJM/OCN || オーシャン || Ocean || || || 6 || 1 ||
|-
| /PLA/TJM/OCN/0 || ココツイン || Koco -in || CoCoTwinZone || || 0 || 1 ||
|-
| /PLA/TJM/OCN/0 || タコツボ || Octopus bumps || OctopusTrapZone || || 0 || 1 ||
|-
| /PLA/TJM/OCN/0 || フローターランドA || Floater land A || FloaterLandZone || A || 0 || 1 ||
|-
| /PLA/TJM/OCN/0 || フローターランドB || Floater land B || FloaterLandZone || B || 0 || 1 ||
|-
| /PLA/TJM/OCN/0 || フローターランドC || Floater land C || FloaterLandZone || C || 0 || 1 ||
|-
| /PLA/TJM/OCN/0 || フローターランドD || Floater land D || FloaterLandZone || D || 0 || 1 ||
|-
| /PLA/TJM/OCN/0 || 亀あてレクチャーゾーン || Turtle Lecture Zone || OceanTurtleLectureZone || || 0 || 1 ||
|-
| /PLA/TJM/LVA || 溶岩 || lava || || || 2 || 1 ||
|-
| /PLA/TJM/LVA/0 || 溶岩半球惑星 || Lava hemispherical planet || LavaPoolBZone || || 0 || 1 ||
|-
| /PLA/TJM/LVA/0 || 溶岩回転惑星 || Lava rotation planet || LavaPoolAZone || || 0 || 1 ||
|-
| /PLA/TJM/OCT || 実験 || experiment || || || 6 || 1 ||
|-
| /PLA/TJM/OCT/0 || 三脚Lv2 || Syujin Lv2 || TriPodBossLavaTest00Zone || || 0 || 1 ||
|-
| /PLA/TJM/OCT/0 || ファクトリー内側 || Inside the factory || FactoryInside || || 0 || 1 ||
|-
| /PLA/TJM/OCT/0 || おおあわ実験ゾーン || Ohwa experimental zone || BigBubbleTestZone || || 0 || 1 ||
|-
| /PLA/TJM/OCT/0 || 海洋回転惑星 || Ocean rotation planet || OceanRotatePlanetZone || || 0 || 1 ||
|-
| /PLA/SHI || 白井 || Shirai || || || 15 || 1 || [[Futoshi Shirai]]
|-
| /PLA/SHI/0 || ベルコンEX || Belcon EX || BeltConveyerExZone || || 0 || 1 ||
|-
| /PLA/SHI/0 || ファントムギャラクシー || Phantom Galaxy || PhantomGalaxy || || 0 || 1 ||
|-
| /PLA/SHI/0 || 重力回転バイキング || Gravity rotation buffet || CommonBlocks || || 0 || 1 ||
|-
| /PLA/SHI/0 || 音符実験 || Museum experiment || BattleMap2 || || 0 || 1 ||
|-
| /PLA/SHI/0 || うさぎ迷路キューブ || Rabbit maze cube || IceCubeStage || || 0 || 1 ||
|-
| /PLA/SHI/0 || エリンギ遺跡改 || Eringi land remains || EringiTornado || || 0 || 1 ||
|-
| /PLA/SHI/0 || エリンギEX(土星) || Eringi EX (Saturn) || SaturnEx || || 0 || 1 ||
|-
| /PLA/SHI/0 || トイステーション || Toy station || TrainPlanet || || 0 || 1 ||
|-
| /PLA/SHI/0 || スピンドライバー祭り || Spin River Festival || SpinDriverFestival || || 0 || 1 ||
|-
| /PLA/SHI/0 || 100匹クリボー || 100 animals || SlopeTest || || 0 || 1 ||
|-
| /PLA/SHI/0 || クリボーミニ惑星 || Criboe Mini Planet || MiniKuriStage || || 0 || 1 ||
|-
| /PLA/SHI/0 || J型キラー惑星 || J -type killer planet || JKillerStage || || 0 || 1 ||
|-
| /PLA/SHI/0 || ヨッシー惑星EX || Yoshi Planet EX || MercatorEx || || 0 || 1 ||
|-
| /PLA/SHI/0 || 惑星渡り継ぎネタ || Planet over || PlanetCollection || || 0 || 1 ||
|-
| /PLA/SHI/0 || 惑星無限回廊 || Planet an infinite corridor || InfinityLoopPlanet || || 0 || 1 ||
|-
| /PLA/SHI/0 || 惑星壁ジャンプ実験場 || Planetary wall jumping experimental site || WallJumpTest || || 0 || 1 ||
|-
| /PLA/SHI/0 || 汎用マップパーツ || General -purpose map parts || CommonMapParts || || 0 || 1 ||
|-
| /PLA/SHI/0 || エリンギ遺跡 || Eryngii ruins || Eringi || || 0 || 1 ||
|-
| /PLA/SHI/0 || エリンギ遺跡(0209) || Eringi Real Real (0209) || EringiKeep || || 0 || 1 ||
|-
| /PLA/SHI/0 || エリンギ遺跡(0120) || Eringi Land Reals (0120) || EringiBack || || 0 || 1 ||
|-
| /PLA/SHI/0 || 脳トレEX || Brain training EX || NoEx || || 0 || 1 ||
|-
| /PLA/SHI/0 || ヨッシーDPD || Yoshi DPD || YoshiDpdNew || || 0 || 1 ||
|-
| /PLA/SHI/0 || ジャングルクルーズDPD || Jungle Cruise DPD || AmidaExNew || || 0 || 1 ||
|-
| /PLA/SHI/0 || 和風EX || Japanese style EX || KomaEX || || 0 || 1 ||
|-
| /PLA/SHI/0 || アナボコEX || Anaboko EX || SampleEX || || 0 || 1 ||
|-
| /PLA/SHI/0 || シーソーEX || Seiso EX || SeesawEx || || 0 || 1 ||
|-
| /PLA/SHI/0 || コインホップEX || Coin hop EX || CoinEx || || 0 || 1 ||
|-
| /PLA/SHI/0 || スターEX || Star EX || StarEx || || 0 || 1 ||
|-
| /PLA/SHI/0 || ディグダグキューブEX || Diga dug cube EX || BrokenStar || || 0 || 1 ||
|-
| /PLA/SHI/0 || トレインステーション || Train station || Bridge || || 0 || 1 ||
|-
| /PLA/SHI/0 || バッタンドミノ || Grasshopper || Domino || || 0 || 1 ||
|-
| /PLA/SHI/0 || スペースバイキング || Space buffet || SpaceShip || || 0 || 1 ||
|-
| /PLA/SHI/0 || 島惑星ドルピック || Island Planet Dolpic || dolphin || || 0 || 1 ||
|-
| /PLA/SHI/0 || くるくるEX || Kurukurukuru EX || MapParts || || 0 || 1 ||
|-
| /PLA/SHI/0 || 太陽EX || Sun EX || Saturn || || 0 || 1 ||
|-
| /PLA/SHI/0 || 汎用マップパーツ || General -purpose map parts || CommonMapParts || || 0 || 1 ||
|-
| /PLA/SHI/0 || 汎用積木マップパーツ || General -purpose bracket map parts || CommonBlocks || || 0 || 1 ||
|-
| /PLA/SHI/0 || スペースパーク || Space park || Dokan || || 0 || 1 ||
|-
| /PLA/SHI/0 || レボコン || Revocon || Revocon || || 0 || 1 ||
|-
| /PLA/KBT || 川端 || Kawabata || || || 8 || 1 || [[Toshihiro Kawabata]]
|-
| /PLA/KBT/TMP || 作業用 || For work || || || 8 || 1 ||
|-
| /PLA/KBT/TMP/0 || TempMapA || TempMapA || TempMapA || || 0 || 1 ||
|-
| /PLA/KBT/TMP/0 || TempMapB || TempMapB || TempMapB || || 0 || 1 ||
|-
| /PLA/KBT/TMP/0 || TempMapC || TempMapC || TempMapC || || 0 || 1 ||
|-
| /PLA/KBT/TMP/0 || TempMapD || TempMapD || TempMapD || || 0 || 1 ||
|-
| /PLA/KBT/TMP/0 || TempMapE || TempMapE || TempMapE || || 0 || 1 ||
|-
| /PLA/KBT/TMP/0 || JmapTest || JmapTest || JmapTest || || 0 || 1 ||
|-
| /PLA/KBT/TMP/0 || ConfigTestStage || ConfigTestStage || ConfigTestStage || || 0 || 1 ||
|-
| /PLA/KBT/TMP/0 || T7fTestStage || T7fTestStage || T7fTestStage || || 0 || 1 ||
|-
| /PLA/KBT/0 || オニマス惑星ゾーン || Onimus planet zone || OnimasuZone || || 0 || 1 ||
|-
| /PLA/KBT/0 || ゴルフ惑星A || Golf Planet A || GolfPlanet || A || 0 || 1 ||
|-
| /PLA/KBT/0 || ゴルフ惑星B || Golf Planet B || GolfPlanet || B || 0 || 1 ||
|-
| /PLA/KBT/0 || ゴルフ惑星C || Golf Planet C || GolfPlanet || C || 0 || 1 ||
|-
| /PLA/KBT/0 || どうぶつのマップ || Animal map || DrumMap || || 0 || 1 ||
|-
| /PLA/KBT/0 || キューブステージ || Cube stage || CubeCubeCube || || 0 || 1 ||
|-
| /PLA/KBT/0 || E3用EXステージ || EX stage for E3 || E3Ex || || 0 || 1 ||
|-
| /PLA/KBT/0 || StarManFort2 || StarManFort2 || StarManFort2 || || 0 || 1 ||
|-
| /PLA/KBT/0 || StarManMap || StarManMap || StarManMap || || 0 || 1 ||
|-
| /PLA/kkn || かきぬま || Kakinuma || || || 10 || 1 || [[Haruka Kakinuma]]
|-
| /PLA/kkn/NewFolder6 || クッパ戦Vs3ギャラクシー || Battle VS3 Galaxy || || || 0 || 1 ||
|-
| /PLA/kkn/NewFolder6/0 || クッパ戦Vs3本戦 || Battle VS3 Battle || KoopaBattleVs3BossZone || || 0 || 1 ||
|-
| /PLA/kkn/NewFolder6/0 || クッパ戦Vs3ギャラクシー || Battle VS3 Galaxy || KoopaBattleVs3Galaxy || || 0 || 1 ||
|-
| /PLA/kkn/NewFolder5 || ファントムギャラクシー || Phantom Galaxy || || || 5 || 1 ||
|-
| /PLA/kkn/NewFolder5/0 || クモの巣ゾーン(0220試作) || Spider nest zone (0220 prototype) || PhantomNest0220Zone || || 0 || 1 ||
|-
| /PLA/kkn/NewFolder5/0 || ぽよぽよ惑星ゾーン || Poyopoyo Planetary Zone || PoyoPoyoPlanetZone || || 0 || 1 ||
|-
| /PLA/kkn/NewFolder5/0 || ファントム星クズの星ゾーン || Phantom Star Kuzu's Star Zone || PhantomStarDustPlanetZone || || 0 || 1 ||
|-
| /PLA/kkn/NewFolder5/0 || ファントムクモの巣ゾーン || Phantom mud nest zone || PhantomNestZone || || 0 || 1 ||
|-
| /PLA/kkn/NewFolder5/0 || ファントム穴ぼこゾーン || Phantom holes Boko Zone || PhantomHoleZone || || 0 || 1 ||
|-
| /PLA/kkn/NewFolder5/0 || ファントム氷メイロ惑星ゾーン || Phantom ice Mayiro planet zone || PhantomIceMaze || || 0 || 1 ||
|-
| /PLA/kkn/NewFolder5/0 || ファントム宇宙墓場ゾーン || Phantom Space Graveyard Zone || PhantomSpaceGraveyard || || 0 || 1 ||
|-
| /PLA/kkn/NewFolder5/0 || ファントムトゥームスパイダーゾーン || Phantom Tomb Spider Zone || PhantomBossSpider || || 0 || 1 ||
|-
| /PLA/kkn/NewFolder5/0 || ファントム星のたまごゾーン || Phantom star egg zone || StarEggMapZone || || 0 || 1 ||
|-
| /PLA/kkn/NewFolder4 || 溶岩ギャラクシー || Lava galaxy || || || 5 || 1 ||
|-
| /PLA/kkn/NewFolder4/0 || 溶岩ホーム || Lava platform || LavaHome || || 0 || 1 ||
|-
| /PLA/kkn/NewFolder3 || テスト || test || || || 10 || 1 ||
|-
| /PLA/kkn/NewFolder3/NewFolder3 || キャノンフリートG関連 || Cannon Fleet G related || || || 0 || 1 ||
|-
| /PLA/kkn/NewFolder3/NewFolder3/0 || 2D重力回転ゾーン || 2D gravity rotation zone || CanonTurnOverZone || || 0 || 1 ||
|-
| /PLA/kkn/NewFolder3/NewFolder2 || ヘルプロミネンスG関連 || Hell Prominence G related || || || 0 || 1 ||
|-
| /PLA/kkn/NewFolder3/NewFolder2/0 || 新生平面EX || Shinsei plane EX || NewPlaneEX || || 0 || 1 ||
|-
| /PLA/kkn/NewFolder3/NewFolder || クッパ戦 || War || || || 0 || 1 ||
|-
| /PLA/kkn/NewFolder3/NewFolder/0 || クッパ戦vs1テスト || Battle VS1 Test || KoopaBattleVS1MapTest || || 0 || 1 ||
|-
| /PLA/kkn/NewFolder3/0 || スターラインテスト || Star Line test || StarLineTest || || 0 || 1 ||
|-
| /PLA/kkn/NewFolder3/0 || バースデーケーキステージ || Birthday cake stage || BirthdayCakeStage || || 0 || 1 ||
|-
| /PLA/kkn/NewFolder3/0 || KakiTestStage || KakiTestStage || KakiTestStage || || 0 || 1 ||
|-
| /PLA/kkn/NewFolder3/0 || ★花咲く惑星竹内さん用(もぐっちいます) || ★ For the flower blooming planet Takeuchi || FlowerPlanetTakeuchi || || 0 || 1 ||
|-
| /PLA/kkn/NewFolder3/0 || テレサマリオコースゾーンバグ検出用 || For Teresa Mario Course Zone Bug detection || TeresaMarioCourseZoneBag || || 0 || 1 ||
|-
| /PLA/kkn/NewFolder3/0 || 3つの木 || Three trees || ThreeTreePlanet || || 0 || 1 ||
|-
| /PLA/kkn/NewFolder3/0 || 浮島テストマップ || Ukishima test map || SpringWaterFloaterTest || || 0 || 1 ||
|-
| /PLA/kkn/NewFolder3/0 || メルカトルテストマップ || Mercattle test map || MercatorTestMap || || 0 || 1 ||
|-
| /PLA/kkn/NewFolder3/0 || ワキミズ惑星古い(林田さんに貰った古いver.) || Wakimizu planet old (old ver from Mr. Hayashida) || SpringWaterPlanetZoneOld || || 0 || 1 ||
|-
| /PLA/kkn/NewFolder3/0 || ワキミズ浮島惑星B(実験中) || Wakimizu Ukishima Planet B (during experiment) || SmallSpringWaterPlanetB || || 0 || 1 ||
|-
| /PLA/kkn/NewFolder3/0 || ワキミズ浮島惑星(実験中) || Wakimizu Ukishima Planet (during experiment) || SmallSpringWaterPlanet || || 0 || 1 ||
|-
| /PLA/kkn/NewFolder3/0 || 柿沼用溶岩ホーム || Lava platform for Kakinuma || LavaHomeKakinuma || || 0 || 1 ||
|-
| /PLA/kkn/NewFolder3/0 || 横部さん用溶岩ホーム || Lava platform for skiing || LavaHomeYokobe || || 0 || 1 ||
|-
| /PLA/kkn/NewFolder3/0 || ブロックテスト || Block test || BlockTestMap || || 0 || 1 ||
|-
| /PLA/kkn/NewFolder3/0 || くも床テスト || Kumo floor test || PhantomSpider || || 0 || 1 ||
|-
| /PLA/kkn/NewFolder3/0 || 古い星くずの星 || Older stars || StarDustPlanet || || 0 || 1 ||
|-
| /PLA/kkn/NewFolder3/0 || 星のたまごテストバグ || Star egg test bug || StarEggMapBag || || 0 || 1 ||
|-
| /PLA/kkn/NewFolder3/0 || 土管テスト || Clay pipe test || PipeTestMap || || 0 || 1 ||
|-
| /PLA/kkn/NewFolder3/0 || 音符オブジェ || Note object || NoteObjStageA || || 0 || 1 ||
|-
| /PLA/kkn/NewFolder3/0 || オタロック:溶岩ホーム火山内部 || Otarock: Inside the Lava Home Volcano || OtaRockStage || || 0 || 1 ||
|-
| /PLA/kkn/NewFolder3/0 || 新べーゴマン連星 || New Begoman Ren || BegomanIslandB || || 0 || 1 ||
|-
| /PLA/kkn/NewFolder3/0 || 電撃ビリビリ惑星 || Dengeki Biribiri Planet || ElectricStage || || 0 || 1 ||
|-
| /PLA/kkn/NewFolder3/0 || テストステージE3 || Test stage E3 || KakinumaTest || || 0 || 1 ||
|-
| /PLA/kkn/NewFolder2 || ファントムケイブギャラクシー || Phantom Cave Galaxy || || || 5 || 1 ||
|-
| /PLA/kkn/NewFolder2/0 || テレサマリオコースゾーン || Teresa Mario Course Zone || TeresaMarioCourseZone || || 0 || 1 ||
|-
| /PLA/kkn/NewFolder2/0 || ポールウニゾー惑星 || Paul Unizo planet || PoleUnizoZone || || 0 || 1 ||
|-
| /PLA/kkn/NewFolder2/0 || J字水惑星 || J -shaped water planet || JWaterZone || || 0 || 1 ||
|-
| /PLA/kkn/NewFolder2/0 || ウサギと亀と月ゾーン || Rabbit, turtle and moon zone || RabbitMoonZone || || 0 || 7 ||
|-
| /PLA/kkn/NewFolder || フォレストギャラクシー || Forest Galaxy || || || 5 || 1 ||
|-
| /PLA/kkn/NewFolder/0 || 花咲く惑星ゾーン || Flowering planet zone || FlowerPlanetZone || || 0 || 1 ||
|-
| /PLA/ikkaku || 一角 || Ikkaku || || || 0 || 1 || [[Takayuki Ikkaku]]
|-
| /PLA/ikkaku/0 || あわEX(A) || Bubble EX (A) || CubeBubbleEXAZone || || 0 || 1 ||
|-
| /PLA/ikkaku/0 || あわEX(B) || Bubble EX (B) || CubeBubbleEXBZone || || 0 || 1 ||
|-
| /PLA/ikkaku/0 || あわEX(C) || Bubble EX (C) || CubeBubbleEXCZone || || 0 || 1 ||
|-
| /PLA/ikkaku/0 || あわEX(D) || Bubble EX (D) || CubeBubbleExDZone || || 0 || 1 ||
|-
| /PLA/ikkaku/0 || かつてのタイムアタックゾーン || Former time attack zone || OldTimeAttackZone || || 0 || 1 ||
|-
| /PLA/ikkaku/0 || まゆEX || Mayu EX || CocoonEXZone || || 0 || 1 ||
|-
| /PLA/ikkaku/0 || キャノン砲Gキャプチャゾーン || Canon gun G capture zone || CannonGCaptureZone || || 0 || 1 ||
|-
| /PLA/ikkaku/0 || タイムアタックゾーン・一角試作 || Time Attack Zone / Square Prototype || IkkakuTimeAttackZone || || 0 || 1 ||
|-
| /PLA/ikkaku/0 || アステロイドベルトゾーン || Asteroid belt zone || AsteroidBeltZone || || 0 || 1 ||
|-
| /PLA/ikkaku/0 || かべわたり(A)ゾーン || Kabawa (A) Zone || WallCrossAZone || || 0 || 1 ||
|-
| /PLA/ikkaku/0 || かべわたり(B)ゾーン || Kabawa (B) zone || WallCrossBZone || || 0 || 1 ||
|-
| /PLA/ikkaku/0 || 天文台外側負荷実験 || Observatory outside the outside load experiment || IkkakuAstroGalaxy || || 0 || 1 ||
|-
| /PLA/ikkaku/0 || キノピオの挑戦状 || Kinopio challenge letter || IkkakuTest || || 0 || 1 ||
|-
| /PLA/菅野 || 菅野 || Kanno || || || 0 || 1 || [[Ryutaro Kanno]]
|-
| /PLA/菅野/0 || ボルケーノプラネットテスト || Volcano Planet Test || VolcanoPlanetZone || || 0 || 1 ||
|-
| /PLA/菅野/0 || アイスマウンテンテスト || Iced Ice Mountain Test || IceMountainZone || || 0 || 1 ||
|-
| /PLA/菅野/0 || 暗闇2 || Darkness 2 || PhantomDarknessRoomZone || || 0 || 1 ||
|-
| /PLA/菅野/0 || 重力反転2D || Gravity reversal 2D || TestMapKannoA || || 0 || 1 ||
|-
| /DES || デザイナー試作 || Designer prototype || || || 10 || 1 ||
|-
| /DES/HashimotoTest || 橋本 || Hashimoto || || || 0 || 1 || [[Kazunori Hashimoto]]
|-
| /DES/HashimotoTest/0 || 橋本テストステージ1 || Hashimoto Test Stage 1 || HashimotoTest || || 0 || 1 ||
|-
| /DES/HashimotoTest/0 || 橋本テストステージ2 || Hashimoto Test Stage 2 || HashimotoTest2Map || || 0 || 1 ||
|-
| /DES/NewFolder2 || 竹村 || Takemura || || || 0 || 1 || [[Hiromu Takemura]]
|-
| /DES/NewFolder2/0 || 試作1(TakemuraTestA) || Prototype 1 (TakemuraTestA) || TakemuraTestA || || 0 || 1 ||
|-
| /DES/NewFolder2/0 || 試作2(TakemuraTestB) || Prototype 2 (TakemuraTestB) || TakemuraTestB || || 0 || 1 ||
|-
| /DES/SNM || 新元 || Shingen || || || 15 || 1 ||
|-
| /DES/SNM/0 || アイスマウンテン || Ice mountain || TestMapKannoB || A || 0 || 1 ||
|-
| /DES/SNM/CAM || 球状カメラテスト || Globic camera test || || || 15 || 1 ||
|-
| /DES/SNM/CAM/0 || 球状カメラテスト1 || Glossy camera test 1 || SphereCameraTest01a || || 0 || 1 ||
|-
| /DES/SNM/CAM/0 || 球状カメラテスト2 || Glossy camera test 2 || SphereCameraTest02b || || 0 || 1 ||
|-
| /DES/SNM/CAM/0 || 球状カメラテスト3 || Glossy camera test 3 || SphereCameraTest03c || || 0 || 1 ||
|-
| /DES/SNM/0 || 蟻の巣 || Ant's nest || AntNest || || 0 || 1 ||
|-
| /DES/SNM/0 || オーシャンリング実験 || Oceaning experiment || PlanetTwinPlane || || 0 || 1 ||
|-
| /DES/SNM/0 || プチプラネット火山 || Petit Planet Volcano || PuchiPlanetVolcano || || 0 || 1 ||
|-
| /DES/SNM/0 || 鳥と昆虫の惑星(散策地形) || Planets for birds and insects (stroll terrain) || GravityGlobe || || 0 || 1 ||
|-
| /DES/SNM/0 || アリンコ実験 || Arinko experiment || AntNestTest || || 0 || 1 ||
|-
| /DES/SNM/0 || 砂漠実験 || Desert experiment || DesertTest || || 0 || 1 ||
|-
| /DES/SNM/0 || 平面Ex || Plaid EX || PlaneEx || || 0 || 1 ||
|-
| /DES/SNM/0 || 鳥と昆虫の惑星(NEWバージョン) || Planet of birds and insects (NEW version) || FlightMap || || 0 || 1 ||
|-
| /DES/SNM/0 || クライマーズハイ || Climbers High || ClimbHigh || || 0 || 1 ||
|-
| /DES/SNM/0 || 宇宙の墓場(廃ロケット含む) || Space Graveyard (including abandoned rockets) || SpaceCemetery || || 0 || 1 ||
|-
| /DES/SNM/0 || 貝殻惑星(溶岩ギャラクシー) || Shell planet (lava galaxy) || ShellLava || || 0 || 1 ||
|-
| /DES/SNM/0 || 溶岩メテオ(溶岩ギャラクシー) || Lava Meteor (lava galaxy) || LavaMeteo || || 0 || 1 ||
|-
| /DES/SNM/0 || グリーンフォレスト || Green forest || GreenForest || || 0 || 1 ||
|-
| /DES/三脚 || 細野 || Hosono || || || 15 || 1 || [[Takeshi Hosono]]
|-
| /DES/三脚/NewFolder4 || 三脚サンプル || Tripod sample || || || 0 || 1 ||
|-
| /DES/三脚/NewFolder4/0 || 三脚サンプルA || Tripod sample A || TriPodBossZoneSampleA || A || 0 || 1 ||
|-
| /DES/三脚/NewFolder4/0 || 三脚サンプルB || Tripod sample B || TriPodBossZoneSampleB || A || 0 || 1 ||
|-
| /DES/三脚/New || スカルシャークボス || Skals Shak Boss || || || 0 || 1 ||
|-
| /DES/三脚/New/0 || スカルシャークボス(シンプル) || Skull Shak Boss (Simple) || SubmarineVolcanoPlanetZoneB || A || 0 || 1 ||
|-
| /DES/三脚/NewFolder3 || サンドゴーレム || Sand golem || || || 0 || 1 ||
|-
| /DES/三脚/NewFolder3/0 || サンドゴーレムピラミッド型 || Sand Golem Pyramid type || KoopaJrDriverGalaxy0528b || || 0 || 1 ||
|-
| /DES/三脚/NewFolder3/0 || サンドゴーレム逆さバージョン || Sand Golem Upside -down version || KoopaJrDriverGalaxy0527 || || 0 || 1 ||
|-
| /DES/三脚/NewFolder3/0 || サンドゴーレムシリンダー型 || Sandgolem cylinder type || KoopaJrDriverGalaxy0524 || || 0 || 1 ||
|-
| /DES/三脚/NewFolder2 || 検証用 || Verification || || || 0 || 1 ||
|-
| /DES/三脚/NewFolder2/0 || サンドゴーレムテスト || Sand Golem test || KoopaJrDriverGalaxy0524 || A || 0 || 1 ||
|-
| /DES/三脚/NewFolder2/0 || 球状ボーリング || Spherical bowling || HosonoBossTestF || || 0 || 1 ||
|-
| /DES/三脚/NewFolder2/0 || ワイヤー重力サンプル || Wire gravity sample || HosonoBossTestC || || 0 || 1 ||
|-
| /DES/三脚/NewFolder2/0 || アイスボーリング || Ice boring || HosonoBossTestD || || 0 || 1 ||
|-
| /DES/三脚/NewFolder2/0 || ハーフパイプスケート || Half pipe skating || HosonoBossTestE || || 0 || 1 ||
|-
| /DES/三脚/NewFolder2/0 || テスト || test || HosonoBossTestD || || 0 || 1 ||
|-
| /DES/三脚/NewFolder || フォレスト || Forest || || || 0 || 1 ||
|-
| /DES/三脚/NewFolder/0 || ハニークイーン惑星確認用 || Honey Queen For Confirmation || HoneyQueenZoneTmp || A || 0 || 1 ||
|-
| /DES/三脚/NewFolder/0 || フォレストボス惑星確認用 || Forest boss for confirmation || HoneyQueenBattleTest9 || A || 0 || 1 ||
|-
| /DES/三脚/NewFolder/NewFolder || 検証履歴 || Verification history || || || 0 || 1 ||
|-
| /DES/三脚/NewFolder/NewFolder/0 || ボスカメムシ最新 || Boskemugi latest || HoneyQueenBattleTest7 || || 0 || 1 ||
|-
| /DES/三脚/NewFolder/NewFolder/0 || プリミティブ検証 || Primitive verification || HoneyQueenBattleTest4 || || 0 || 1 ||
|-
| /DES/三脚/NewFolder/NewFolder/0 || ボスカメムシ戦(旧) || Battle Battle Battle (Old) || HoneyQueenBattleTest6 || || 0 || 1 ||
|-
| /DES/三脚/NewFolder/NewFolder/0 || ハニークイーン戦その3 || Honey Queen Battle Part 3 || HoneyQueenBattleTest3 || || 0 || 1 ||
|-
| /DES/三脚/NewFolder/NewFolder/HonetQueenBattle2 || ハニークイーン戦その2 || Honey Queen Battle Part 2 || || || 0 || 1 ||
|-
| /DES/三脚/NewFolder/NewFolder/HonetQueenBattle2/0 || LV2 || LV2 || HoneyQueenBattleTest2LV2 || || 0 || 1 ||
|-
| /DES/三脚/NewFolder/NewFolder/HonetQueenBattle2/0 || LV1 || LV1 || HoneyQueenBattleTest2LV1 || || 0 || 1 ||
|-
| /DES/三脚/NewFolder/NewFolder/0 || ハニークイーン戦その1 || Honey Queen Battle Part 1 || HoneyQueenBattleTest1 || || 0 || 1 ||
|-
| /DES/三脚/0 || 海底火山惑星リファイン || Seabed Volcano Planet Refein || TestMapG13 || || 0 || 1 ||
|-
| /DES/三脚/0 || 跳ね返りコードテスト || Bouncing code test || TestMapG12 || || 0 || 1 ||
|-
| /DES/三脚/0 || マップパーツサンプル地形 || Map parts sample terrain || TestMapG10 || || 0 || 1 ||
|-
| /DES/三脚/0 || オーシャンリングテスト || Ocean ring test || OceanRingHosonoZone || || 0 || 1 ||
|-
| /DES/三脚/0 || 海底火山惑星 || Seabed volcano planet || SubmarineVolcanoPlanetZone || || 0 || 1 ||
|-
| /DES/三脚/0 || メルカトルサンプル || Mercattle sample || TestMapG3 || || 0 || 1 ||
|-
| /DES/三脚/0 || LODテストステージ || LOD test stage || LODTestStage || || 0 || 1 ||
|-
| /DES/三脚/ONS || 温泉わくわく星 || Hot spring exciting star || || || 15 || 1 ||
|-
| /DES/三脚/ONS/0 || オタクイーン戦 || Otaku Eien Battle || HotSpringPlanet || A || 0 || 1 ||
|-
| /DES/三脚/ONS/0 || オタクロック戦 || Otaku rock battle || HotSpringPlanet || B || 0 || 1 ||
|-
| /DES/三脚/ONS/0 || オタキング戦 || Otaking battle || HotSpringPlanet || C || 0 || 1 ||
|-
| /DES/三脚/ONS/0 || 芋煮会パーティー || Potato party party || HotSpringPlanet || D || 0 || 1 ||
|-
| /DES/三脚/ONS/0 || 水流スライダー || Water flow slider || HotSpringPlanet || E || 0 || 1 ||
|-
| /DES/三脚/ONS/0 || 赤コインDPD || Red coin DPD || HotSpringPlanet || F || 0 || 1 ||
|-
| /DES/三脚/ONS/0 || 天空のシャイン || Shine in the sky || HotSpringPlanet || G || 0 || 1 ||
|-
| /DES/三脚/ONS/0 || チャレンジコース || Challenge course || HotSpringPlanet || H || 0 || 1 ||
|-
| /DES/三脚/ONS/0 || スライダーシナリオ1 || Slider scenario 1 || HotSpringPlanetSlider || A || 0 || 1 ||
|-
| /DES/三脚/ONS/0 || スライダーシナリオ2 || Slider scenario 2 || HotSpringPlanetSlider || B || 0 || 1 ||
|-
| /DES/三脚/ONK || 温泉わくわく星再編 || Hot spring exciting star reorganization || || || 15 || 1 ||
|-
| /DES/三脚/ONK/0 || ロープネタA || Rope Neta A || RopeTestStageA || || 0 || 1 ||
|-
| /DES/三脚/ONK/0 || ロープネタB || Rope Neta B || RopeTestStageB || || 0 || 1 ||
|-
| /DES/三脚/ONK/0 || 滑りロープA || Slipping rope A || SlidingRopeTestStageA || || 0 || 1 ||
|-
| /DES/三脚/ONK/0 || 滑りロープB || Slipping rope B || SlidingRopeTestStageB || || 0 || 1 ||
|-
| /DES/三脚/ONK/0 || タコボー || Octopus || TakoboTestStageA || || 0 || 1 ||
|-
| /DES/三脚/ONK/0 || ミニオタクロック || Mini ota clock || OtakuRockTestStage || || 0 || 1 ||
|-
| /DES/三脚/0 || 球面地形 || Spherical terrain || TestMapC || || 0 || 1 ||
|-
| /DES/三脚/0 || フォグテスト || Fog test || FogTestStage || || 0 || 1 ||
|-
| /DES/三脚/0 || コンボ実験場 || Combo experimental site || ComboStage || || 0 || 1 ||
|-
| /DES/三脚/0 || サル山温泉惑星 || Salan Onsen planet || TestMapA || || 0 || 1 ||
|-
| /DES/三脚/0 || キューブ || Cube || TestMapB || || 0 || 1 ||
|-
| /DES/三脚/0 || ウッドブロック || Wood block || WoodBlockTestStageA || || 0 || 1 ||
|-
| /DES/MZK || 松崎 || Matsuzaki || || || 15 || 1 || [[Yasuhiko Matsuzaki]]
|-
| /DES/MZK/0 || 城実験 || Castle experiment || Castle || || 0 || 1 ||
|-
| /DES/MZK/0 || ディスク惑星 || Disk planet || DiskMap1 || || 0 || 1 ||
|-
| /DES/MZK/0 || ディスクワールド || Disk world || PlanetAir || || 0 || 1 ||
|-
| /DES/MZK/0 || 宇宙ステーション実験 || Space station experiment || MatsuzakiTestMap || || 0 || 1 ||
|-
| /DES/MSI || 三島 || Mishima || || || 15 || 1 || [[Atsushi Mishima]]
|-
| /DES/MSI/0 || 背景SIMatライトON || Background SIMat Light on || TestMat || || 0 || 1 ||
|-
| /DES/MSI/0 || 背景SIMatライトOFF || Background SIMat Light OFF || TestMatNew || || 0 || 1 ||
|-
| /DES/MSI/0 || 背景ライトOFF || Background light OFF || TestMatLightOff || || 0 || 1 ||
|-
| /DES/MSI/0 || 背景ライトON || Background light ON || TestMatLightOnly || || 0 || 1 ||
|-
| /DES/MSI/0 || テストマップ || Test map || Mishima || || 0 || 1 ||
|-
| /DES/YGK || 山口(一美) || Yamaguchi (Kazumi) || || || 15 || 1 || [[Kazumi Yamaguchi]]
|-
| /DES/YGK/0 || HDRテスト || HDR test || HdrTestMap || || 0 || 1 ||
|-
| /DES/YGK/0 || フォグ影テスト || Fog shadow test || FogShadowTest || || 0 || 1 ||
|-
| /DES/YGK/0 || 落花星 || Peanut star || Peanut || || 0 || 1 ||
|-
| /DES/YGK/0 || どら焼き要塞 || Dorayaki fortress || DorayakiAndBlock || || 0 || 1 ||
|-
| /DES/YGK/0 || おでん惑星つみれ || Oden planet Tsukure || OdenTumire || || 0 || 1 ||
|-
| /DES/YGK/0 || おでん惑星じゃがいも || Oden planet potatoes || Potatos || || 0 || 1 ||
|-
| /DES/YGK/0 || 温泉わくわく星リファイン || Hot spring exciting star Riffine || HotSpringPlanetR || || 0 || 1 ||
|-
| /DES/YGK/0 || ョッシーダウンヒル || Yoshi downhill || YosshiDownHill || || 0 || 1 ||
|-
| /DES/YGK/0 || スノーパーク || Snow park || BigSnowMountainA || || 0 || 1 ||
|-
| /DES/YGK/0 || ョッシートラック || Yoshi track || YosshiTrack || || 0 || 1 ||
|-
| /DES/YGK/0 || ビッグトラック || Big track || BigTrack || || 0 || 1 ||
|-
| /DES/YGK/0 || 水の星 || Water star || MiniPlanetAqua || || 0 || 1 ||
|-
| /DES/YGK/0 || オーバーザ山 || Over The Mountain || OverTheMountain || || 0 || 1 ||
|-
| /DES/YGK/0 || 64スライダー || 64 slider || SnowAndPeachSlider || || 0 || 1 || A recreation of The Princess's Secret Slide from Super Mario 64? Also one of the maps listed in /ObjectData/BathtubPlanet.arc/bathtubplanet/jmap.ini.
|-
| /DES/YGK/0 || らせんスライダー || Spiral slider || TestSpiralMap || || 0 || 1 || Another one of the maps listed in /ObjectData/BathtubPlanet.arc/bathtubplanet/jmap.ini.
|-
| /DES/YKB || 横部 || Yokobe || || || 15 || 1 || [[Masaki Yokobe]]
|-
| /DES/YKB/0 || ムシクイ惑星 || Mushikui planet || WarmEatenPlanetTest || || 0 || 1 ||
|-
| /DES/YKB/0 || ムシクイ惑星ロングバージョン || Mushikui Planet Long Version || WarmEatenPlanetTestB || || 0 || 1 ||
|-
| /DES/YKB/0 || コロニー || Colony || ColonyLarge || || 0 || 1 ||
|-
| /DES/YKB/0 || コロニー2 || Colony 2 || ColonySmall || || 0 || 1 ||
|-
| /DES/YKB/0 || チューブ惑星 || Tube planet || TubePlanet || || 0 || 1 ||
|-
| /DES/YKB/0 || モルモットコロニー || Guinea pig colony || BevelErrorTest || || 0 || 1 ||
|-
| /DES/YKB/0 || 魔法の森 || Magical forest || MagicalForest || || 0 || 1 ||
|-
| /DES/YKB/0 || 魔法の森球状地形 || Magical Forestball -like terrain || MagicalForestSphere || || 0 || 1 ||
|-
| /DES/YKB/0 || 氷の立体迷路惑星 || Ice three -dimensional maze planet || LabyrinthPlanet || || 0 || 1 ||
|-
| /DES/YKB/0 || パックンプラネットテスト || Packon Planet Test || PukkunPlanet || || 0 || 1 ||
|-
| /DES/YKB/0 || 多重エリンギ惑星 || Multiple eryngii planet || PlanetStageTest || || 0 || 1 ||
|-
| /DES/YKB/0 || 緑ヶ丘惑星 || Midorigaoka planet || GreenHillPlanet || || 0 || 1 ||
|-
| /DES/YKB/0 || マキシマムテスト1 || Maximum Test 1 || MaximumMapTest || || 0 || 1 ||
|-
| /DES/YKB/0 || マキシマムテスト2 || Maximum Test 2 || MaximumMapTestNew || || 0 || 1 ||
|-
| /DES/YKB/0 || マキシマムテストLOD01 || Maximum test LOD01 || MaximumMapTestLodA || || 0 || 1 ||
|-
| /DES/YKB/0 || 海底火山惑星(ノーマルマップ) || Seabed volcano planet (normal map) || NormalMapTest || || 0 || 1 ||
|-
| /DES/MTO || 元倉 || Motokura || || || 15 || 1 || [[Kenta Motokura]]
|-
| /DES/MTO/0 || テストマップ1 || Test map 1 || MotokuraTestMap || || 0 || 1 ||
|-
| /DES/MTO/0 || テストマップ2 || Test map 2 || MotokuraTestMapNew || || 0 || 1 ||
|-
| /DES/NewFolder || 清水(卓) || Shimizu (Taku) || || || 0 || 1 || [[Takuro Shimizu]]
|-
| /DES/NewFolder/0 || TestA || TestA || ShimizuTakuroTestA || || 0 || 1 ||
|-
| /DES/NewFolder/0 || TestB || TestB || ShimizuTakuroTestB || || 0 || 1 ||
|-
| /PRG || プログラマー試作 || Programmer prototype || || || 10 || 1 ||
|-
| /PRG/OYG || 青柳 || Aoyagi || || || 15 || 1 || [[Norihiro Aoyagi]]
|-
| /PRG/OYG/0 || 2脚テスト || Two -legged test || TwoLegTest || || 0 || 1 || Related to the unused TwoLegWalker?
|-
| /PRG/OYG/Gravity || 重力関連 || Gravity -related || || || 0 || 1 ||
|-
| /PRG/OYG/Gravity/0 || グローバル重力テスト || Global gravity test || GlobalGravityTest || || 0 || 1 ||
|-
| /PRG/OYG/Gravity/0 || 重力追随テスト || Gravity pursuing test || GravityFollow || || 0 || 1 ||
|-
| /PRG/OYG/0 || Gキャプチャーテスト || G Capture test || GCaptureTest || || 0 || 1 ||
|-
| /PRG/OYG/0 || 新操作テストマップ || New operation test map || PointerTestMap || || 0 || 1 ||
|-
| /PRG/OYG/0 || エンベロープ環境投影マップ実験 || Enverope environmental projection map experiment || SkiningEnvMapOrViewMap || || 0 || 1 ||
|-
| /PRG/OYG/0 || ミラーテスト || Mirror test || MirrorTest || || 0 || 1 ||
|-
| /PRG/OYG/0 || テレサテスト || Teleser test || TeresaTest || || 0 || 1 ||
|-
| /PRG/OYG/0 || ポルタテスト || Port test || PoltaTest || || 0 || 1 ||
|-
| /PRG/OYG/0 || カメックテスト || Camec test || KameckTest || || 0 || 1 ||
|-
| /PRG/OYG/0 || 移動制限テスト || Transit restriction test || MoveLimitTest || || 0 || 1 ||
|-
| /PRG/AND || 安藤 || Ando || || || 15 || 1 || [[Katsuyasu Ando]]
|-
| /PRG/AND/0 || ステージ(ローカル) || Stage (local) || AndoStageObjZone || || 0 || 1 ||
|-
| /PRG/AND/0 || ステージ(グローバル) || Stage (global) || AndoStageObjMain || || 0 || 1 ||
|-
| /PRG/AND/0 || モジャ || Moja || AndoTestInlet || || 0 || 1 ||
|-
| /PRG/OTA || 大田 || Ota || || || 15 || 1 || [[Tatsuro Ota]]
|-
| /PRG/OTA/0 || 実験場 || Experimental site || MapTestOta || A || 0 || 1 ||
|-
| /PRG/OTA/0 || デモ実験場 || Demonstration site || DemoTestOta || A || 0 || 1 ||
|-
| /PRG/OTA/0 || エフェクト実験場 || Effect experimental site || EffectTestMap || A || 0 || 1 ||
|-
| /PRG/OTA/0 || マップパーツ置き場 || Map parts storage area || MapPartsTest || A || 0 || 1 ||
|-
| /PRG/KMR || 川村 || Kawamura || || || 15 || 1 || [[Masafumi Kawamura]]
|-
| /PRG/KMR/0 || 地形コードテスト || Topographic code test || SoundMapCodeTest || || 0 || 1 ||
|-
| /PRG/KMR/0 || 地形コードテストB || Topographic code test B || SoundMapCodeTestB || || 0 || 1 ||
|-
| /PRG/KMR/0 || 地形コードテストC || Topographic code test C || SoundMapCodeTestC || || 0 || 1 ||
|-
| /PRG/TZW || 武沢 || Takezawa || || || 15 || 1 || [[Yuya Takezawa]]
|-
| /PRG/TZW/0 || テストA || Test A || TakezawaTestA || || 0 || 1 ||
|-
| /PRG/TZW/0 || メッセージテスト || Message test || MessageTest || || 0 || 1 ||
|-
| /PRG/TZW/0 || リミックスBGMテスト || Remix BGM test || RemixBgmTest || || 0 || 1 ||
|-
| /PRG/TZW/0 || リミックスBGMテストB || Remix BGM Test B || RemixBgmTestB || || 0 || 1 ||
|-
| /PRG/TZW/0 || フォレストたけざわ || Forest Takazawa || ForestHomeTakezawa || || 0 || 1 ||
|-
| /PRG/SMZ || 清水 || Shimizu || || || 15 || 1 || [[Hideaki Shimizu]]
|-
| /PRG/SMZ/0 || 高速移動地形 || High -speed movement terrain || SpinDriverBossTest || || 0 || 1 ||
|-
| /PRG/SMZ/0 || NeoScaleMap || NeoScaleMap || NeoScaleMap || || 0 || 1 ||
|-
| /PRG/SMZ/0 || NeoCurveMap || NeoCurveMap || NeoCurveMap || || 0 || 1 ||
|-
| /PRG/SMZ/0 || SlopeTest || SlopeTest || SlopeTest || || 0 || 1 ||
|-
| /PRG/SMZ/0 || 旧テストマップ || Old test map || PlanetMap2 || || 0 || 1 ||
|-
| /PRG/HKW || 早川 || Hayakawa || || || 15 || 1 || [[Takeshi Hayakawa]]
|-
| /PRG/HKW/0 || ワールドマップテスト || World Map Test || WorldMapTest || || 0 || 1 ||
|-
| /PRG/HKW/0 || DPDボス実験 || DPD boss experiment || DpdBoss || || 0 || 1 ||
|-
| /PRG/HKW/0 || FooFighterMap || FooFighterMap || FooFighterMap || || 0 || 1 ||
|-
| /PRG/HKW/0 || FooFighterMap2 || FooFighterMap2 || FooFighterMap2 || || 0 || 1 ||
|-
| /PRG/HKW/0 || 重力実験場 || Gravity experimental site || Moon || || 0 || 1 ||
|-
| /PRG/HKW/0 || ライドセットアップステージ || Ride Setup Stage || RideSetUpStage || || 0 || 1 ||
|-
| /PRG/HKW/0 || 空中アクション実験ステージ || Aerial action experiment stage || AirActionTest || || 0 || 1 ||
|-
| /PRG/HKW/0 || 多量オブジェ実験ステージ || Large amount object experimental stage || ObjNumTestStage || || 0 || 1 ||
|-
| /PRG/MZD || 松田 || Matsuda || || || 15 || 1 || [[Hirokazu Matsuda]]
|-
| /PRG/MZD/0 || カットテスト1 || Cut test 1 || MazdaCutTest01 || || 0 || 1 ||
|-
| /PRG/MZD/0 || カットテスト2 || Cut test 2 || MazdaCutTest02 || || 0 || 1 ||
|-
| /PRG/MZD/0 || カットテスト空 || Cut test empty || MazdaCutTest03 || || 0 || 1 ||
|-
| /PRG/MZD/0 || 一括128個 || 128 lump sums || MazdaCutTest04 || || 0 || 1 ||
|-
| /PRG/MZD/0 || テストマップ1 || Test map 1 || MazdaTest01 || || 0 || 1 ||
|-
| /PRG/MZD/0 || テストマップ2 || Test map 2 || MazdaTest02 || || 0 || 1 ||
|-
| /PRG/MZD/0 || 魔法の館 || Magic House || MazdaMagicalHouse || || 0 || 1 ||
|-
| /PRG/YGA || 山口(敦) || Yamaguchi (Atsushi) || || || 15 || 1 || [[Atsushi Yamaguchi]]
|-
| /PRG/YGA/0 || テスト || test || YamaguchiTest || || 0 || 1 ||
|-
| /PRG/YGA/0 || テストその3 || Test Part 3 || YamaguchiTest3 || || 0 || 1 ||
|-
| /PRG/YGA/0 || テストその4 || Test Part 4 || YamaguchiTest4 || || 0 || 1 ||
|-
| /PRG/YGA/0 || ファイルセレクト || File selection || FileSelect || || 0 || 1 ||
|-
| /PRG/SGA || 菅原 || Sugawara || || || 15 || 1 ||
|-
| /PRG/SGA/0 || テスト地形 || Test terrain || SugawaraTest || || 0 || 1 ||
|-
| /PRG/TAK || 竹内 || Takeuchi || || || 15 || 1 || [[Kiyoshi Takeuchi]]
|-
| /PRG/TAK/0 || テスト地形 敵 || Test terrain enemy || TakeuchiTest || || 0 || 1 ||
|-
| /PRG/TAK/0 || テスト地形 地形オブジェ || Test terrain object object || TakeuchiTestB || || 0 || 1 ||
|-
| /PRG/TAK/0 || テスト地形 合体ブロック || Test terrain coalition block || TakeuchiTestC || || 0 || 1 ||
|-
| /PRG/GOH || 郷原 || Gohara || || || 15 || 1 || [[Shigetoshi Gohara]]
|-
| /PRG/GOH/0 || テスト || test || GoharaTestB || || 0 || 1 ||
|-
| /CMP || 図鑑・テストステージ || Picture book / test stage || || || 10 || 1 ||
|-
| /CMP/StoryDemo || ストーリーデモ || Story demonstration || || || 0 || 1 ||
|-
| /CMP/StoryDemo/PrologueA || PrologueA || PrologueA || || || 0 || 1 ||
|-
| /CMP/StoryDemo/PrologueA/0 || PrologueA Cut 01-03 || PrologueA Cut 01-03 || StoryDemoStagePrologueA || A || 0 || 1 ||
|-
| /CMP/StoryDemo/PrologueA/0 || PrologueA Cut 04 || PrologueA Cut 04 || StoryDemoStagePrologueA || B || 0 || 1 ||
|-
| /CMP/StoryDemo/PrologueA/0 || PrologueA Cut 06-08 || PrologueA Cut 06-08 || StoryDemoStagePrologueA || C || 0 || 1 ||
|-
| /CMP/StoryDemo/PrologueA/0 || PrologueA Cut 09-11 || PrologueA Cut 09-11 || StoryDemoStagePrologueA || D || 0 || 1 ||
|-
| /CMP/StoryDemo/PrologueA/0 || PrologueA Cut 12-17 || PrologueA Cut 12-17 || StoryDemoStagePrologueA || E || 0 || 1 ||
|-
| /CMP/StoryDemo/PrologueB || PrologueB || PrologueB || || || 0 || 1 ||
|-
| /CMP/StoryDemo/PrologueB/0 || PrologueB Cut 01-04 || PrologueB Cut 01-04 || StoryDemoStagePrologueB || A || 0 || 1 ||
|-
| /CMP/StoryDemo/PrologueB/0 || PrologueB Cut 05-08 || PrologueB Cut 05-08 || StoryDemoStagePrologueB || B || 0 || 1 ||
|-
| /CMP/StoryDemo/PrologueB/0 || PrologueB Cut 09 || PrologueB Cut 09 || StoryDemoStagePrologueB || C || 0 || 1 ||
|-
| /CMP/StoryDemo/PrologueB/0 || PrologueB Cut 10 || PrologueB Cut 10 || StoryDemoStagePrologueB || D || 0 || 1 ||
|-
| /CMP/StoryDemo/PrologueB/0 || PrologueB Cut 11 || PrologueB Cut 11 || StoryDemoStagePrologueB || E || 0 || 1 ||
|-
| /CMP/StoryDemo/PrologueB/0 || PrologueB Cut 12-14 || PrologueB Cut 12-14 || StoryDemoStagePrologueB || F || 0 || 1 ||
|-
| /CMP/StoryDemo/PrologueB/0 || PrologueB Cut 15-18 || PrologueB Cut 15-18 || StoryDemoStagePrologueB || G || 0 || 1 ||
|-
| /CMP/StoryDemo/PrologueB/0 || PrologueB Cut 19-21 || PrologueB Cut 19-21 || StoryDemoStagePrologueB || H || 0 || 1 ||
|-
| /CMP/StoryDemo/FinalBattle Cut 02 || FinalBattle || FinalBattle || || || 0 || 1 ||
|-
| /CMP/StoryDemo/FinalBattle Cut 02/0 || FinalBattle Cut 01 || FinalBattle Cut 01 || StoryDemoStageFinalBattle || A || 0 || 1 ||
|-
| /CMP/StoryDemo/FinalBattle Cut 02/0 || FinalBattle Cut 02 || FinalBattle Cut 02 || StoryDemoStageFinalBattle || E || 0 || 1 ||
|-
| /CMP/StoryDemo/FinalBattle Cut 02/0 || FinalBattle Cut 03 || FinalBattle Cut 03 || StoryDemoStageFinalBattle || F || 0 || 1 ||
|-
| /CMP/StoryDemo/FinalBattle Cut 02/0 || FinalBattle Cut 04 || FinalBattle Cut 04 || StoryDemoStageFinalBattle || B || 0 || 1 ||
|-
| /CMP/StoryDemo/FinalBattle Cut 02/0 || FinalBattle Cut 05-06 || FinalBattle Cut 05-06 || StoryDemoStageFinalBattle || C || 0 || 1 ||
|-
| /CMP/StoryDemo/FinalBattle Cut 02/0 || FinalBattle Cut 07-08 || FinalBattle Cut 07-08 || StoryDemoStageFinalBattle || D || 0 || 1 ||
|-
| /CMP/StoryDemo/EpilogueB || SavePeach+EpiloguA ExCut || SavePeach+EpiloguA ExCut || || || 0 || 1 ||
|-
| /CMP/StoryDemo/EpilogueB/0 || SavePeach Cut 01-02 || SavePeach Cut 01-02 || StoryDemoStageEpilogueB || A || 0 || 1 ||
|-
| /CMP/StoryDemo/EpilogueB/0 || マリオ浮遊2パターン || Mario floating 2 patterns || StoryDemoStageEpilogueB || B || 0 || 1 ||
|-
| /CMP/StoryDemo/EpilogueB/0 || ブラックホール広がり || Black hole spread || StoryDemoStageEpilogueB || C || 0 || 1 ||
|-
| /CMP/StoryDemo/EpilogueA || EpilogueA || EpilogueA || || || 0 || 1 ||
|-
| /CMP/StoryDemo/EpilogueA/0 || EpilogueA Cut 01 || EpilogueA Cut 01 || StoryDemoStageEpilogueA || A || 0 || 1 ||
|-
| /CMP/StoryDemo/EpilogueA/0 || EpilogueA Cut 02-03 || EpilogueA Cut 02-03 || StoryDemoStageEpilogueA || B || 0 || 1 ||
|-
| /CMP/StoryDemo/EpilogueA/0 || EpilogueA Cut 04 || EpilogueA Cut 04 || StoryDemoStageEpilogueA || C || 0 || 1 ||
|-
| /CMP/StoryDemo/EpilogueA/0 || EpilogueA Cut 05-06 || EpilogueA Cut 05-06 || StoryDemoStageEpilogueA || D || 0 || 1 ||
|-
| /CMP/StoryDemo/EpilogueA/0 || EpilogueA Cut 07-08 || EpilogueA Cut 07-08 || StoryDemoStageEpilogueA || E || 0 || 1 ||
|-
| /CMP/StoryDemo/EpilogueA/0 || EpilogueA Cut 09 || EpilogueA Cut 09 || StoryDemoStageEpilogueA || F || 0 || 1 ||
|-
| /CMP/StoryDemo/EpilogueA/0 || EpilogueA Cut 13 || EpilogueA Cut 13 || StoryDemoStageEpilogueA || G || 0 || 1 ||
|-
| /CMP/StoryDemo/EpilogueA/0 || EpilogueA Cut 12-14 || EpilogueA Cut 12-14 || StoryDemoStageEpilogueA || H || 0 || 1 ||
|-
| /CMP/StoryDemo/EndingA || EndingA || EndingA || || || 0 || 1 ||
|-
| /CMP/StoryDemo/EndingA/0 || EndingA Cut 01-03 || EndingA Cut 01-03 || StoryDemoStageEndingA || A || 0 || 1 ||
|-
| /CMP/StoryDemo/EndingA/0 || EndingA Cut 04 || EndingA Cut 04 || StoryDemoStageEndingA || B || 0 || 1 ||
|-
| /CMP/StoryDemo/EndingA/0 || EndingA Cut 07-12 || EndingA Cut 07-12 || StoryDemoStageEndingA || C || 0 || 1 ||
|-
| /CMP/StoryDemo/EndingA/0 || EndingA Cut 13 || EndingA Cut 13 || StoryDemoStageEndingA || D || 0 || 1 ||
|-
| /CMP/StoryDemo/EndingA/0 || EndingA Cut 14 || EndingA Cut 14 || StoryDemoStageEndingA || E || 0 || 1 ||
|-
| /CMP/StoryDemo/EndingB || EndingB || EndingB || || || 0 || 1 ||
|-
| /CMP/StoryDemo/EndingB/0 || EndingB Cut 01 || EndingB Cut 01 || StoryDemoStageEndingB || A || 0 || 1 ||
|-
| /CMP/StoryDemo/EndingB/0 || EndingB Cut 02 || EndingB Cut 02 || StoryDemoStageEndingB || G || 0 || 1 ||
|-
| /CMP/StoryDemo/EndingB/0 || EndingB Cut 03 || EndingB Cut 03 || StoryDemoStageEndingB || H || 0 || 1 ||
|-
| /CMP/StoryDemo/EndingB/0 || EndingB Cut 04-06 || EndingB Cut 04-06 || StoryDemoStageEndingB || B || 0 || 1 ||
|-
| /CMP/StoryDemo/EndingB/0 || EndingB Cut 07 || EndingB Cut 07 || StoryDemoStageEndingB || C || 0 || 1 ||
|-
| /CMP/StoryDemo/EndingB/0 || EndingB Cut 08 || EndingB Cut 08 || StoryDemoStageEndingB || D || 0 || 1 ||
|-
| /CMP/StoryDemo/EndingB/0 || EndingB Cut 11 || EndingB Cut 11 || StoryDemoStageEndingB || E || 0 || 1 ||
|-
| /CMP/StoryDemo/EndingB/0 || EndingB Cut 12 || EndingB Cut 12 || StoryDemoStageEndingB || F || 0 || 1 ||
|-
| /CMP/StoryDemo/NewFolder || ライブラリ || Library || || || 0 || 1 ||
|-
| /CMP/StoryDemo/NewFolder/0 || フィギュアキャプチャT(エネミー小) || Figure Capture T (Enemy Small) || StoryDemoFigureCaptureB || A || 0 || 1 ||
|-
| /CMP/StoryDemo/NewFolder/0 || フィギュアキャプチャ(エネミー小) || Figure capture (small enemy) || StoryDemoFigureCaptureA || A || 0 || 1 ||
|-
| /CMP/StoryDemo/NewFolder/0 || フィギュアキャプチャT(エネミー中) || Figure Capture T (in Enemy) || StoryDemoFigureCaptureB || B || 0 || 1 ||
|-
| /CMP/StoryDemo/NewFolder/0 || フィギュアキャプチャ(エネミー中) || Figure capture (in enemies) || StoryDemoFigureCaptureA || B || 0 || 1 ||
|-
| /CMP/StoryDemo/NewFolder/0 || フィギュアキャプチャT(大) || Figure Capture T (Large) || StoryDemoFigureCaptureB || C || 0 || 1 ||
|-
| /CMP/StoryDemo/NewFolder/0 || フィギュアキャプチャ(大) || Figure capture (large) || StoryDemoFigureCaptureA || C || 0 || 1 ||
|-
| /CMP/StoryDemo/NewFolder/0 || フィギュアキャプチャT(NPC) || Figure Capture T (NPC) || StoryDemoFigureCaptureB || D || 0 || 1 ||
|-
| /CMP/StoryDemo/NewFolder/0 || フィギュアキャプチャ(NPC) || Figure capture (NPC) || StoryDemoFigureCaptureA || D || 0 || 1 ||
|-
| /CMP/StoryDemo/NewFolder/0 || フィギュアキャプチャT(アイテム) || Figure Capture T (item) || StoryDemoFigureCaptureB || E || 0 || 1 ||
|-
| /CMP/StoryDemo/NewFolder/0 || フィギュアキャプチャ(アイテム) || Figure capture (item) || StoryDemoFigureCaptureA || E || 0 || 1 ||
|-
| /CMP/StoryDemo/NewFolder/0 || 多面同時フィギュアキャプチャT(エネミー) || Simultaneous figure capture T (Enemy) || StoryDemoFigureCaptureB || F || 0 || 1 ||
|-
| /CMP/StoryDemo/NewFolder/0 || 多面同時フィギュアキャプチャ(エネミー) || Simultaneous figure capture multi -face (Enemy) || StoryDemoFigureCaptureB || A || 0 || 1 ||
|-
| /CMP/StoryDemo/NewFolder/0 || 多面同時フィギュアキャプチャ(エネミー2) || Simultaneous figure capture (Enemy 2) || StoryDemoFigureCaptureB || B || 0 || 1 ||
|-
| /CMP/StoryDemo/NewFolder/0 || 多面同時フィギュアキャプチャ(NPC) || Simultaneous figure capture (NPC) || StoryDemoFigureCaptureB || C || 0 || 1 ||
|-
| /CMP/StoryDemo/NewFolder/0 || 多面同時フィギュアキャプチャ(プレーヤー) || Simultaneous figure capture (player) || StoryDemoFigureCaptureB || D || 0 || 1 ||
|-
| /CMP/StoryDemo/NewFolder/0 || Test || Test || StoryDemoLibraryA || || 0 || 1 ||
|-
| /CMP/NewFolder9 || オブジェデータ作成環境 || Object data creation environment || || || 0 || 1 ||
|-
| /CMP/NewFolder9/0 || オニマス2試作 || Onimus 2 prototypes || TempMapD || || 0 || 1 ||
|-
| /CMP/ENE || エネミー || enemy || || || 10 || 1 ||
|-
| /CMP/ENE/0 || 敵図鑑1巻 || Enemy picture book Volume 1 || EnemyPark01Zone || || 0 || 1 ||
|-
| /CMP/ENE/0 || 敵図鑑2巻 || Enemy picture book Volume 2 || EnemyPark02Zone || || 0 || 1 ||
|-
| /CMP/ENE/KRB || クリボー || Goomba || || || 6 || 1 ||
|-
| /CMP/ENE/KRB/0 || クリボー(平面地形)1体 || 1 Goomba (flat terrain) || KuriboTestStageD || A || 0 || 1 ||
|-
| /CMP/ENE/KRB/0 || クリボー(平面地形)5体 || 5 Goombas (flat terrain) || KuriboTestStageD || B || 0 || 1 ||
|-
| /CMP/ENE/KRB/0 || クリボー(球地形)1体 || 1 Goomba (spherical terrain) || KuriboTestStageB || A || 0 || 1 ||
|-
| /CMP/ENE/KRB/0 || クリボー(球地形)5体 || Goomba (spherical terrain) 5 bodies || KuriboTestStageB || B || 0 || 1 ||
|-
| /CMP/ENE/KRB/0 || クリボー(キューブ地形)1体 || 1 crib (cube terrain) || KuriboTestStageC || A || 0 || 1 ||
|-
| /CMP/ENE/KRB/0 || クリボー(キューブ地形)5体 || 5 cribaw (cube terrain) || KuriboTestStageC || B || 0 || 1 ||
|-
| /CMP/ENE/MLM || メラメラ || Melamera || || || 7 || 1 ||
|-
| /CMP/ENE/MLM/0 || メラメラ || Melamera || TsujimuraEnemy01Test || || 0 || 1 ||
|-
| /CMP/ENE/MLM/0 || メラメラ(平面地形)1体 || 1 Melamera (flat terrain) || MerameraTestStageC || A || 0 || 1 ||
|-
| /CMP/ENE/MLM/0 || メラメラ(平面地形)5体 || Melamera (flat terrain) 5 bodies || MerameraTestStageC || B || 0 || 1 ||
|-
| /CMP/ENE/MLM/0 || メラメラ(球地形)1体 || 1 Melamera (ballotographic) || MerameraTestStageB || A || 0 || 1 ||
|-
| /CMP/ENE/MLM/0 || メラメラ(球地形)5体 || 5 Melamera (sphere) 5 bodies || MerameraTestStageB || B || 0 || 1 ||
|-
| /CMP/ENE/MLM/0 || メラメラ(キューブ地形)1体 || Melamera (cube terrain) 1 body || MerameraTestStageA || A || 0 || 1 ||
|-
| /CMP/ENE/MLM/0 || メラメラ(キューブ地形)5体 || Melamera (cube terrain) 5 bodies || MerameraTestStageA || B || 0 || 1 ||
|-
| /CMP/ENE/0 || チョロプー || Choropoo || CyoropuTestStage || || 0 || 1 ||
|-
| /CMP/ENE/0 || ベーゴマン || Begoman || BegomanTestStage || || 0 || 1 ||
|-
| /CMP/ENE/VBG || バネベーゴマン || Shanebagoman || || || 8 || 1 ||
|-
| /CMP/ENE/VBG/0 || バネベーゴマン(平面地形)1体 || 1 Banebergoman (flat terrain) || BegomanTestStageC || A || 0 || 1 ||
|-
| /CMP/ENE/VBG/0 || バネベーゴマン(平面地形)5体 || 5 Banbegoman (flat terrain) || BegomanTestStageC || B || 0 || 1 ||
|-
| /CMP/ENE/VBG/0 || バネベーゴマン(球地形)1体 || 1 Banebagoman (ball topographic) || BegomanTestStageB || A || 0 || 1 ||
|-
| /CMP/ENE/VBG/0 || バネベーゴマン(球地形)5体 || 5 Banbegoman (ball topographic) || BegomanTestStageB || B || 0 || 1 ||
|-
| /CMP/ENE/VBG/0 || バネベーゴマン(キューブ地形)1体 || 1 Bane Begoman (Cube Toproll) || BegomanTestStageA || A || 0 || 1 ||
|-
| /CMP/ENE/VBG/0 || バネベーゴマン(キューブ地形)5体 || 5 Banebergoman (Cube Toproll) || BegomanTestStageA || B || 0 || 1 ||
|-
| /CMP/ENE/VBG/0 || バネベーゴマン(皿地形)1体 || 1 Banebagoman (dish terrain) || BegomanTestStageD || A || 0 || 1 ||
|-
| /CMP/ENE/VBG/0 || バネベーゴマン(皿地形)5体 || 5 bodies of Shanebagoman (dish terrain) || BegomanTestStageD || B || 0 || 1 ||
|-
| /CMP/ENE/TBG || トゲベーゴマン || Togebagoman || || || 8 || 1 ||
|-
| /CMP/ENE/TBG/0 || トゲベーゴマン(平面地形)1体 || 1 tojebagoman (flat terrain) || BegomanTestStageC || C || 0 || 1 ||
|-
| /CMP/ENE/TBG/0 || トゲベーゴマン(平面地形)5体 || 5 folk bugoman (flat terrain) || BegomanTestStageC || D || 0 || 1 ||
|-
| /CMP/ENE/TBG/0 || トゲベーゴマン(球地形)1体 || 1 tojebagoman (ball topographic) || BegomanTestStageB || C || 0 || 1 ||
|-
| /CMP/ENE/TBG/0 || トゲベーゴマン(球地形)5体 || 5 tojebagoman (ball topographic) || BegomanTestStageB || D || 0 || 1 ||
|-
| /CMP/ENE/TBG/0 || トゲベーゴマン(キューブ地形)1体 || 1 tojebagoman (cube terrain) || BegomanTestStageA || C || 0 || 1 ||
|-
| /CMP/ENE/TBG/0 || トゲベーゴマン(キューブ地形)5体 || 5 folk bugoman (cube terrain) || BegomanTestStageA || D || 0 || 1 ||
|-
| /CMP/ENE/TBG/0 || トゲベーゴマン(皿地形)1体 || 1 tojebagoman (dish terrain) || BegomanTestStageD || C || 0 || 1 ||
|-
| /CMP/ENE/TBG/0 || トゲベーゴマン(皿地形)5体 || 5 tojebagoman (dishes terrain) || BegomanTestStageD || D || 0 || 1 ||
|-
| /CMP/ENE/BBG || ベビーベーゴマン || Baby Bagman || || || 8 || 1 ||
|-
| /CMP/ENE/BBG/0 || ベビーベーゴマン(平面地形)1体 || Baby Bagman (flat terrain) 1 body || BegomanTestStageC || E || 0 || 1 ||
|-
| /CMP/ENE/BBG/0 || ベビーベーゴマン(平面地形)5体 || Baby Bagman (flat terrain) 5 bodies || BegomanTestStageC || F || 0 || 1 ||
|-
| /CMP/ENE/BBG/0 || ベビーベーゴマン(球地形)1体 || 1 Baby Bagman (ball topographic) || BegomanTestStageB || E || 0 || 1 ||
|-
| /CMP/ENE/BBG/0 || ベビーベーゴマン(球地形)5体 || 5 Baby Bagman (ball topographic) || BegomanTestStageB || F || 0 || 1 ||
|-
| /CMP/ENE/BBG/0 || ベビーベーゴマン(キューブ地形)1体 || 1 Baby Bagman (Cube terrain) || BegomanTestStageA || E || 0 || 1 ||
|-
| /CMP/ENE/BBG/0 || ベビーベーゴマン(キューブ地形)5体 || Baby Bagman (cube terrain) 5 bodies || BegomanTestStageA || F || 0 || 1 ||
|-
| /CMP/ENE/BBG/0 || ベビーベーゴマン(皿地形)1体 || 1 baby bugman (dish topographic) || BegomanTestStageD || E || 0 || 1 ||
|-
| /CMP/ENE/BBG/0 || ベビーベーゴマン(皿地形)5体 || Baby Bagoman (dish terrain) 5 bodies || BegomanTestStageD || F || 0 || 1 ||
|-
| /CMP/ENE/GIW || ゴロ岩 || Golo rock || || || 5 || 1 ||
|-
| /CMP/ENE/GIW/0 || ゴロ岩(ピーナッツ地形) || Goro rock (peanut terrain) || GoroIwaTestStage || A || 0 || 1 ||
|-
| /CMP/ENE/GIW/0 || ゴロ岩(チクワ地形) || Goro rock (Chikuwa terrain) || GoroIwaTestStage || B || 0 || 1 ||
|-
| /CMP/ENE/ITU || いたずらウサギ || Rabbit rabbit || || || 6 || 1 ||
|-
| /CMP/ENE/ITU/0 || いたずらウサギ(平面) || Most of the rabbit (plane) || TrickRabbitTestStage || || 0 || 1 ||
|-
| /CMP/ENE/ITU/0 || いたずらウサギ(球地形) || Most of the mischief rabbit || TrickRabbitTestStageA || B || 0 || 1 ||
|-
| /CMP/ENE/ITU/0 || いたずらウサギ(キューブ球地) || Most of the rabbit (cube strawberry) || TrickRabbitTestStageA || A || 0 || 1 ||
|-
| /CMP/ENE/ITU/0 || いたずらウサギ(庭園) || Most of the rabbit (garden) || IceCubeStage || || 0 || 1 ||
|-
| /CMP/ENE/RNK || リクノコ || Ricket || || || 6 || 1 ||
|-
| /CMP/ENE/RNK/0 || リクノコ(平面)1体 || 1 ricket (plane) || NokonokoLandTestStage || A || 0 || 1 ||
|-
| /CMP/ENE/RNK/0 || リクノコ(平面)6体 || 6 rickets (flat) || NokonokoLandTestStage || B || 0 || 1 ||
|-
| /CMP/ENE/RNK/0 || リクノコ(球地形)1体 || 1 ricket (ball topographic) || NokonokoLandTestStage || C || 0 || 1 ||
|-
| /CMP/ENE/RNK/0 || リクノコ(球地形)6体 || 6 rickets (ballotographic) || NokonokoLandTestStage || D || 0 || 1 ||
|-
| /CMP/ENE/killer || キラー || killer || || || 10 || 1 ||
|-
| /CMP/ENE/killer/0 || U字地形 || U -shaped terrain || KillerTestStage || || 0 || 1 ||
|-
| /CMP/ENE/killer/0 || J字地形 || J -shaped terrain || JKillerStage || || 0 || 1 ||
|-
| /CMP/ENE/0 || プクプク || Pukupuku || PukupukuTestZone || || 0 || 1 ||
|-
| /CMP/ENE/0 || ポイハナ || Poihana || PoihanaTestStageA || || 0 || 1 ||
|-
| /CMP/ENE/0 || ボム兵 || Bomb soldier || BombHeiTestStageA || || 0 || 1 ||
|-
| /CMP/ENE/0 || ヒマワリサンボ || Sunflower Sambo || SunFlowerSamboTestStageA || || 0 || 1 ||
|-
| /CMP/ENE/0 || カリカリ || Crispy || KarikariTestStageA || || 0 || 1 ||
|-
| /CMP/ENE/0 || タコボー || Octopus || TakoboTestStageA || || 0 || 1 ||
|-
| /CMP/ENE/0 || ミニオタクロック || Mini ota clock || OtakuRockTestStage || || 0 || 1 ||
|-
| /CMP/ENE/0 || トゲゾー || Thorns || TogezoTestStageA || || 0 || 1 ||
|-
| /CMP/ENE/0 || ミニイガ || Miniga || MiniIgaTestStageA || || 0 || 1 ||
|-
| /CMP/ENE/0 || ホーミング発射台 || Homing launch platform || HomingFireShooterTestStageA || || 0 || 1 ||
|-
| /CMP/ENE/0 || 火炎放射器(クッパ像?) || Flame radicals (Bowser statue?) || FlameGunTestStageA || || 0 || 1 ||
|-
| /CMP/ENE/0 || ハンマーブロス || Hammer broth || HammerBrosTestStageA || || 0 || 1 ||
|-
| /CMP/ENE/0 || 溶岩系オブジェ || Lava object || LavaObjTestStage || || 0 || 1 ||
|-
| /CMP/ENE/0 || メラメラ || Melamera || TsujimuraEnemy01Test || || 0 || 1 ||
|-
| /CMP/ENE/0 || オタロック || Otarock || OtaRockTestStageA || || 0 || 1 ||
|-
| /CMP/ENE/0 || ウオータープレッシャー || Waterpresser || WaterPSTest || || 0 || 1 ||
|-
| /CMP/ENE/0 || モグッチ || Mogucci || MoguraTestStage || || 0 || 1 ||
|-
| /CMP/ENE/0 || カニーナ || Kanina || KaninaTestStage || || 0 || 1 ||
|-
| /CMP/ENE/0 || クッパJrシップ || Bowser JR Ship || KuppaJrShipTestStage || A || 0 || 1 ||
|-
| /CMP/ENE/0 || ハナチャン || Hanachan || HanachanTestStage || || 0 || 1 ||
|-
| /CMP/ENE/0 || トゲトゲ || Spornb || TogetogeTestStage || || 0 || 1 ||
|-
| /CMP/ITM || アイテム || item || || || 5 || 1 ||
|-
| /CMP/ITM/0 || コイン || coin || CoinTestStageA || || 0 || 1 ||
|-
| /CMP/ITM/0 || スピンドライバ、スター高さ || spin driver, star height || HayashidaTest || || 0 || 1 ||
|-
| /CMP/GRA || 重力サンプル || Gravity sample || || || 15 || 1 ||
|-
| /CMP/GRA/0 || キューブ重力 || Cube gravity || CubeGravityStageA || || 0 || 1 ||
|-
| /CMP/GRA/0 || シリンダー重力 || Cylinder gravity || CylinderGravityStageA || || 0 || 1 ||
|-
| /CMP/GRA/0 || ディスク重力 || Disk gravity || DiskGravityStageA || || 0 || 1 ||
|-
| /CMP/GRA/0 || ワイヤー重力 || Wire gravity || WireGravityStageA || || 0 || 1 ||
|-
| /CMP/GRA/0 || 組み合わせ重力 || Combination gross power || CombinationGravityStageA || || 0 || 1 ||
|-
| /CMP/GRA/0 || 球内側重力 || Inside the ball gravity || DesertHome2Test || || 0 || 1 ||
|-
| /CMP/GRA/0 || キューブ内側重力 || Cube inside gravity || RectangularInsideTest || || 0 || 1 ||
|-
| /CMP/GRA/0 || ディスクドーナツ(トーラス)重力 || Disk donut (Torus) gravity || DiskDonuts || || 0 || 1 ||
|-
| /CMP/MAR || 地形形状 || Terrain shape || || || 5 || 1 ||
|-
| /CMP/MAR/0 || 平均台テストマップ || Average stand test map || NarrowGateTest || || 0 || 1 ||
|-
| /CMP/MAR/0 || 段差テストマップ || Step test map || DekoBokoTest || || 0 || 1 ||
|-
| /CMP/MAR/0 || まずい地形例 || Bad terrain case || WrongMapExample || || 0 || 1 ||
|-
| /CMP/MAR/0 || 壁ジャンプテストマップ || Wall jump test map || WallJumpTestMap || || 0 || 1 ||
|-
| /CMP/SEA || 海洋実験 || Marine experiment || || || 8 || 1 ||
|-
| /CMP/SEA/0 || ピーチ城 || Peach castle || PeachCastle || || 0 || 1 ||
|-
| /CMP/SEA/0 || プール || Pool || SwimTest03Stage || || 0 || 1 ||
|-
| /CMP/SEA/0 || 泳ぎ実験惑星 || Swimming experimental planet || SwimTest02Stage || || 0 || 1 ||
|-
| /CMP/SEA/0 || 水の星 || Water star || MiniPlanetAqua02Stage || || 0 || 1 ||
|-
| /CMP/PRD || 試作ステージ || Prototype stage || || || 15 || 1 ||
|-
| /CMP/PRD/0 || 崩落惑星 || Collapse planet || BreakDownPlanet || || 0 || 1 ||
|-
| /CMP/PRD/0 || ふうせんダンベル惑星 || Fusen dumbbell planet || BalloonDumbbell || || 0 || 1 ||
|-
| /CMP/PRD/ONS || 温泉わくわく星 || Hot spring exciting star || || || 15 || 1 ||
|-
| /CMP/PRD/ONS/0 || オタクイーン戦 || Otaku Eien Battle || HotSpringPlanet || A || 0 || 1 ||
|-
| /CMP/PRD/ONS/0 || オタクロック戦 || Otaku rock battle || HotSpringPlanet || B || 0 || 1 ||
|-
| /CMP/PRD/ONS/0 || オタキング戦 || Otaking battle || HotSpringPlanet || C || 0 || 1 ||
|-
| /CMP/PRD/ONS/0 || 芋煮会パーティー || Potato party party || HotSpringPlanet || D || 0 || 1 ||
|-
| /CMP/PRD/ONS/0 || 水流スライダー || Water flow slider || HotSpringPlanet || E || 0 || 1 ||
|-
| /CMP/PRD/ONS/0 || 赤コインDPD || Red coin DPD || HotSpringPlanet || F || 0 || 1 ||
|-
| /CMP/PRD/ONS/0 || 天空のシャイン || Shine in the sky || HotSpringPlanet || G || 0 || 1 ||
|-
| /CMP/PRD/ONS/0 || チャレンジコース || Challenge course || HotSpringPlanet || H || 0 || 1 ||
|-
| /CMP/PRD/ONS/0 || スライダーシナリオ1 || Slider scenario 1 || HotSpringPlanetSlider || A || 0 || 1 ||
|-
| /CMP/PRD/ONS/0 || スライダーシナリオ2 || Slider scenario 2 || HotSpringPlanetSlider || B || 0 || 1 ||
|-
| /CMP/PRD/0 || エリンギ遺跡 || Eryngii ruins || Eringi || || 0 || 1 ||
|-
| /CMP/PRD/0 || スターマンの砦 || Starman's fort || StarManMap || || 0 || 1 ||
|-
| /CMP/PRD/0 || どら焼き要塞 || Dorayaki fortress || DorayakiAndBlock || || 0 || 1 ||
|-
| /CMP/0 || 惑星図鑑 || Planetary picture book || TsujimuraPlanetTestZone || || 0 || 1 ||
|-
| /CMP/NewFolder || マリオ64 || Mario 64 || || || 0 || 1 ||
|-
| /CMP/NewFolder/0 || ピーチ城 || Peach castle || HosonoTest04 || || 0 || 1 ||
|-
| /CMP/NewFolder/0 || 雪山 || Snowy mountains || TestMapD || || 0 || 1 ||
|-
| /CMP/NewFolder/0 || ボム兵の戦場 || Bomb soldier battlefield || TestMapE || || 0 || 1 ||
|-
| /CMP/NewFolder/0 || バッタン砦 || Fort Battan || TestMapF || || 0 || 1 ||
|-
| /CMP/NewFolder/0 || 洞窟 || cave || TestMapH || || 0 || 1 ||
|-
| /CMP/NewFolder/0 || 海賊の入り江 || Pirate's entry || HosonoTest05 || || 0 || 1 ||
|-
| /CMP/NewFolder2 || マリオサンシャイン || Mario Sunshine || || || 0 || 1 ||
|-
| /CMP/NewFolder2/0 || リコハーバー || Rico Harbor || HosonoTest03 || || 0 || 1 ||
|-
| /CMP/NewFolder2/0 || マーレの入り江 || Mare's cove || HosonoTest02 || || 0 || 1 ||
|-
| /CMP/NewFolder2/0 || ドルピックタウン || Dolpic Town || HosonoTest01 || || 0 || 1 ||
|-
| /CMP/0 || 図鑑ステージ0 || Picture Book Stage 0 || CompleteMap0 || || 0 || 1 ||
|-
| /CMP/0 || 図鑑ステージ1 || Picture Book Stage 1 || CompleteMap1 || || 0 || 1 ||
|-
| /CMP/0 || スターゲットテストステージ || Star get test stage || StarGetTest || || 0 || 1 ||
|-
| /CMP/0 || 法線マップテストステージ || Non -wiring map test stage || NormalMapTestStage || || 0 || 1 ||
|-
| /CMP/0 || 最大距離テストマップ || Maximum distance test map || MaxDistanceTest || || 0 || 1 ||
|-
| /CMP/0 || メッセージテストマップ || Message test map || MessageTestMap || || 0 || 1 ||
|-
| /CMP/0 || 移動用砲台テストステージ || Mobile turret test stage || MarioCanonTest || || 0 || 1 ||
|-
| /CMP/0 || エンベロープ環境投影マップ実験 || Envelope environment projection map experiment || SkiningEnvMapOrViewMap || || 0 || 1 ||
|}
Not only is this file notable as one of only few insights into the Develop build's extra functionality, it also provides names and descriptions of numerous removed maps, as well as information about early versions of retained stages, such as Sea Slide Galaxy (OceanRingGalaxy) having eight scenarios.
=== Possible image ===
[[File:E3 2007 appointment room kiosk demo screenshot by Press The Buttons - Super Mario Galaxy.png]]
This is a photo taken behind-the-scenes for E3M&BS 07 showing a Super Mario Galaxy demo build's menu for selecting stages, likely an instance of StageSelectMenu (but obviously with fewer stages to choose from than in the Develop build, and English names instead of Japanese names).
f136c8bd9069e1e0e2cc3b32420831fc5b8ef3e3
THPConv-Guide
0
105
299
2023-05-15T13:36:42Z
HummingOwl
9
Created page with "This guide is created specifically to make THP videos for SMG1. Other games that support THP can have a different THP setup. <!-- ##### --> <!-- TOOLS --> <h1>Required Tools</h1> * FFmpeg ([https://web.archive.org/web/20200901234146/https://ffmpeg.zeranoe.com/builds/win32/static/ Win32 older builds], for Linux you can use your package manager) * THPConv.exe (with dsptool.dll, [https://archive.org/details/WiiDevelopmentPackage/ Wii SDK]) * [https://github.com/Master..."
wikitext
text/x-wiki
This guide is created specifically to make THP videos for SMG1. Other games that support THP can have a different THP setup.
<!-- ##### -->
<!-- TOOLS -->
<h1>Required Tools</h1>
* FFmpeg ([https://web.archive.org/web/20200901234146/https://ffmpeg.zeranoe.com/builds/win32/static/ Win32 older builds], for Linux you can use your package manager)
* THPConv.exe (with dsptool.dll, [https://archive.org/details/WiiDevelopmentPackage/ Wii SDK])
* [https://github.com/MasterofGalaxies/THPConv Alternative THPConv build] (for Linux users)
* [https://www.videolan.org/vlc/ VLC Media Player] (to reproduce THP files)
* [https://www.winehq.org/ Wine] (for Linux users)
<!-- ##### -->
<!-- STEPS -->
<h1>Steps</h1>
:<p>Open a <b>CMD</b> in the same place the video you want to convert is and type the following command (<b>Fig. 1</b>):</p>
<blockquote style="border: none;">
<pre>path\to\ffmpeg.exe -i [input_video] -vf scale="[width]:[height]" -r [fps] [temp_video]</pre>
</blockquote>
*<p><code>[input_video]</code> is the <b>video of your choice to convert</b>. Can be <b>any</b> video format.</p>
*<p><code>[width]</code> is the <b>width</b> the <code>[temp_video]</code> will have. <b>Cannot exceed 672 pixels</b>.</p>
*<p><code>[height]</code> is the <b>height</b> the <code>[temp_video]</code> will have. There is <b>no limit</b> on this value.</p>
*<p><code>[fps]</code> are the <b>frames per second</b> the <code>[temp_video]</code> will have. <b>Frame rates</b> can be from <b>1.0</b> to <b>59.94</b>.</p>
<br>
[[File:Example.jpg|center|frame|<b>Fig. 1 - Create temp video</b>]]
<br>
<hr>
:<p><b>NOTE 1:</b> All this information is extracted from the <b>Wii SDK docs</b> for <b>THPConv</b>.</p>
:<p><b>NOTE 2:</b> SMG uses <b>59.94 fps</b> and <b>640x368 video dimensions</b> for all <b>THP files</b> in the <code>MovieData</code> <b>folder</b>. Use <code>path\to\ffmpeg.exe -i [THP video file]</code> to see it yourself.</p>
:<p><b>NOTE 3:</b> if you use <b>different frame rates</b> than <b>59.94</b> the video on SMG1 will play <b>slower or faster</b> but not at its "normal" speed.</p>
:<p><b>NOTE 4:</b> You can use different values for the <b>width and height</b> of the video, be sure they follow the rules said above and that <b>the dimensions are a multiple of 16</b>.</p>
:<p><b>NOTE 5:</b> To get a <b>better video resolution</b> on the final <b>THP video</b> you can use the following flags on the above command <code>-preset veryslow -b:v 21M</code> (file size will increase a lot as <code>-b:v</code> sets the <b>bitrate</b> of the <b>output video</b>). <code>21M</code> was selected because of the <b>bitrates</b> of the <b>OG THP videos</b> on the <code>MovieData</code> <b>folder</b> (you can select any value you want, <code>M</code> means <b>megabyte</b>).</p>
<hr>
<br>
:<p>Create a folder <b>named</b> <code>temp</code> in the same place the <code>[temp_video]</code> is and then type the following command (<b>Fig. 2 and 3</b>):</p>
<blockquote style="border: none;">
<pre>path\to\ffmpeg.exe -i [temp_video] temp\output%03d.jpg</pre>
</blockquote>
:<p>This will dump <b>all the frames</b> the <code>[temp_video]</code> has into <b>JPG images</b>.</p>
<br>
[[File:Example.jpg|center|frame|<b>Fig. 2 - Create temp folder</b>]]
<br>
[[File:Example.jpg|center|frame|<b>Fig. 3 - Dump temp video frames into folder</b>]]
<br>
<hr>
:<p><b>NOTE 6:</b> <b>JPG</b> or <b>JPEG</b> can be used, the only restriction the <b>THPConv docs</b> say is that they need to be in the :<b>baseline DCT format</b> (which <b>ffmpeg</b> automatically converts them to with the above command).</p>
:<p><b>NOTE 7:</b> The minimum frames a <b>THP video</b> can have without breaking the game is <b>21</b>. Tested with <code>PrologueA.thp</code> in <b>Riivolution</b>.</p>
:<p><b>NOTE 8:</b> Very low <b>width</b> and <b>height</b> values for the <b>THP video</b> (<b>16x16</b> for example) will allow to show :<b>blue rectangles</b> on the screen when reproducing the associated <b>cutscene</b>. Tested it very little so I am unsure if this happens all the time.</p>
:<p><b>NOTE 9:</b> To get a <b>video resolution</b> similar to the <code>[temp_video]</code> on your <b>THP video</b> you can use the following flag on the above command <code>-q:v 1</code>.</p>
<hr>
<br>
:<p>Then, to get the <b>audio part</b> of the video execute (<b>Fig. 4</b>):</p>
<blockquote style="border: none;">
<pre>path\to\ffmpeg.exe -i [temp_video] -acodec pcm_s16le -ar 32000 [WAV_audio].wav</pre>
</blockquote>
*<p><code>[WAV_audio].wav</code> is the name of the <b>WAV audio file</b> to use with <b>THPConv</b>.</p>
:<p>This will convert the <b>audio</b> of the <code>[temp_video]</code> in a <b>WAV audio</b> using the <b>pcm_s16le format</b>.</p>
<br>
[[File:Example.jpg|center|frame|<b>Fig. 4 - Create WAV audio file</b>]]
<br>
<hr>
:<p><b>NOTE 10:</b> <b>WAV audios</b> are the only audio input <b>THPConv</b> can process. Specifically <b>non-compressed 16-bit PCM data</b> ones.</p>
:<p><b>NOTE 11:</b> <b>WAV audios</b> can be <b>Mono</b> or <b>Stereo</b>, they are both supported by <b>THPConv</b>.</p>
:<p><b>NOTE 12:</b> the <code>-ar 32000</code> sets the <b>frequency</b> of the <b>WAV audio</b>. <b>32000 Hz</b> is needed for the audio in SMG1 since different values make the audio sound at a <b>higher or lower pitch</b>.</p>
<hr>
<br>
:<p><b>Finally</b>, to get the <b>THP</b> converted file we do (<b>Fig. 5</b>):</p>
<blockquote style="border: none;">
<pre>path\to\THPConv.exe -j temp\output*.jpg -s [WAV_audio].wav -r 59.94 -d [Output THP].thp -v</pre>
</blockquote>
[[File:Example.jpg|center|frame|<b>Fig. 5 - Create THP file with THPConv</b>]]
<br>
<hr>
:<p><b>NOTE 13:</b> the <code>-j</code> <b>flag</b> is used to select the <b>JPEG sequential frames</b> that are going to be used in the <b>THP video</b>.</p>
:<p><b>NOTE 14:</b> the <code>-s</code> <b>flag</b> is used to select the <b>WAV audio</b> to be used in the <b>THP video</b> (optional).</p>
:<p><b>NOTE 15:</b> the <code>-r</code> <b>flag</b> is used to set the <b>frame rate</b> of the <b>THP video</b>. If you want your video to reproduce normally on SMG1 use <b>59.94</b> as <b>frame rate</b>. If omitted <b>THPConv</b> will set the <b>frame rate</b> of the <b>THP video</b> to <b>29.97 fps</b>.</p>
:<p><b>NOTE 16:</b> the <code>-d</code> <b>flag</b> is used to set the <b>THP</b> file creation path and name.</p>
:<p><b>NOTE 17:</b> the <code>-v</code> <b>flag</b> is used to <b>print more info</b> on the <b>CMD</b> when <b>THPConv</b> is converting the <b>JPG frames</b> and <b>WAV audio</b> into a <b>THP video</b> (optional).</p>
:<p><b>NOTE 18:</b> to check more info on the commands <b>THPConv</b> has, check its documentation (<b>Wii SDK</b>).</p>
<hr>
<br>
:<p>Now you can replace the <b>THP file</b> with the one you want from your <b>SMG1 dump</b> and test the video on game!</p>
<br>
<hr>
:<p><b>NOTE 19:</b> You can use <b>VLC Media Player</b> to play/test <b>THP videos</b> as well as <b>FFmpeg</b> to convert <b>THP videos</b> to other <b>video formats</b> (you can't convert to <b>THP</b> with <b>FFmpeg</b>).</p>
:<p><b>NOTE 20:</b> When testing the <b>THP video</b> on <b>console</b> it is better to not use <b>Riivolution</b> but rather pack the <b>THP</b> into the <b>WBFS file</b> and run said <b>WBFS</b> in a <b>USB Loader</b>. Due to either <b>Riivolution</b> file copying velocity or how inefficient the <b>THP processing algorhythm/video format</b> is (or a combination of both) the video can't be reproduced at its <b>normal speed</b> when being replaced by <b>Riivolution</b>.</p>
<hr>
:<p>Thanks to <b>Lord-Giganticus</b> for his guidence and <b>EmilyTheDemon</b> for her enthusiasm. Tutorial based on the [https://luma.aurumsmods.com/wiki/THPConv.exe <b>Luma's Workshop Wiki</b>]
<hr>
<br>
0a92e49dcd3b6b2c83b335d82581850f9dd16b22
305
299
2023-05-15T22:52:38Z
HummingOwl
9
wikitext
text/x-wiki
This guide is created specifically to make THP videos for SMG1. Other games that support THP can have a different THP setup.
<!-- ##### -->
<!-- TOOLS -->
<h1>Required Tools</h1>
* FFmpeg ([https://web.archive.org/web/20200901234146/https://ffmpeg.zeranoe.com/builds/win32/static/ Win32 older builds], for Linux you can use your package manager)
* THPConv.exe (with dsptool.dll, [https://archive.org/details/WiiDevelopmentPackage/ Wii SDK])
* [https://github.com/MasterofGalaxies/THPConv Alternative THPConv build] (for Linux users)
* [https://www.videolan.org/vlc/ VLC Media Player] (to reproduce THP files)
* [https://www.winehq.org/ Wine] (for Linux users)
<!-- ##### -->
<!-- STEPS -->
<h1>Steps</h1>
:<p>Open a <b>CMD</b> in the same place the video you want to convert is and type the following command (<b>Fig. 1</b>):</p>
<blockquote style="border: none;">
<pre>path\to\ffmpeg.exe -i [input_video] -vf scale="[width]:[height]" -r [fps] [temp_video]</pre>
</blockquote>
*<p><code>[input_video]</code> is the <b>video of your choice to convert</b>. Can be <b>any</b> video format.</p>
*<p><code>[width]</code> is the <b>width</b> the <code>[temp_video]</code> will have. <b>Cannot exceed 672 pixels</b>.</p>
*<p><code>[height]</code> is the <b>height</b> the <code>[temp_video]</code> will have. There is <b>no limit</b> on this value.</p>
*<p><code>[fps]</code> are the <b>frames per second</b> the <code>[temp_video]</code> will have. <b>Frame rates</b> can be from <b>1.0</b> to <b>59.94</b>.</p>
<br>
[[File:THPConv-Guide_Fig-1.webp|center|frame|<b>Fig. 1 - Create temp video</b>]]
<br>
<hr>
:<p><b>NOTE 1:</b> All this information is extracted from the <b>Wii SDK docs</b> for <b>THPConv</b>.</p>
:<p><b>NOTE 2:</b> SMG uses <b>59.94 fps</b> and <b>640x368 video dimensions</b> for all <b>THP files</b> in the <code>MovieData</code> <b>folder</b>. Use <code>path\to\ffmpeg.exe -i [THP video file]</code> to see it yourself.</p>
:<p><b>NOTE 3:</b> if you use <b>different frame rates</b> than <b>59.94</b> the video on SMG1 will play <b>slower or faster</b> but not at its "normal" speed.</p>
:<p><b>NOTE 4:</b> You can use different values for the <b>width and height</b> of the video, be sure they follow the rules said above and that <b>the dimensions are a multiple of 16</b>.</p>
:<p><b>NOTE 5:</b> To get a <b>better video resolution</b> on the final <b>THP video</b> you can use the following flags on the above command <code>-preset veryslow -b:v 21M</code> (file size will increase a lot as <code>-b:v</code> sets the <b>bitrate</b> of the <b>output video</b>). <code>21M</code> was selected because of the <b>bitrates</b> of the <b>OG THP videos</b> on the <code>MovieData</code> <b>folder</b> (you can select any value you want, <code>M</code> means <b>megabyte</b>).</p>
<hr>
<br>
:<p>Create a folder <b>named</b> <code>temp</code> in the same place the <code>[temp_video]</code> is and then type the following command (<b>Fig. 2 and 3</b>):</p>
<blockquote style="border: none;">
<pre>path\to\ffmpeg.exe -i [temp_video] temp\output%03d.jpg</pre>
</blockquote>
:<p>This will dump <b>all the frames</b> the <code>[temp_video]</code> has into <b>JPG images</b>.</p>
<br>
[[File:THPConv-Guide Fig-2.webp|center|frame|<b>Fig. 2 - Create temp folder</b>]]
<br>
[[File:THPConv-Guide Fig-3.webp|center|frame|<b>Fig. 3 - Dump temp video frames into folder</b>]]
<br>
<hr>
:<p><b>NOTE 6:</b> <b>JPG</b> or <b>JPEG</b> can be used, the only restriction the <b>THPConv docs</b> say is that they need to be in the :<b>baseline DCT format</b> (which <b>ffmpeg</b> automatically converts them to with the above command).</p>
:<p><b>NOTE 7:</b> The minimum frames a <b>THP video</b> can have without breaking the game is <b>21</b>. Tested with <code>PrologueA.thp</code> in <b>Riivolution</b>.</p>
:<p><b>NOTE 8:</b> Very low <b>width</b> and <b>height</b> values for the <b>THP video</b> (<b>16x16</b> for example) will allow to show :<b>blue rectangles</b> on the screen when reproducing the associated <b>cutscene</b>. Tested it very little so I am unsure if this happens all the time.</p>
:<p><b>NOTE 9:</b> To get a <b>video resolution</b> similar to the <code>[temp_video]</code> on your <b>THP video</b> you can use the following flag on the above command <code>-q:v 1</code>.</p>
<hr>
<br>
:<p>Then, to get the <b>audio part</b> of the video execute (<b>Fig. 4</b>):</p>
<blockquote style="border: none;">
<pre>path\to\ffmpeg.exe -i [temp_video] -acodec pcm_s16le -ar 32000 [WAV_audio].wav</pre>
</blockquote>
*<p><code>[WAV_audio].wav</code> is the name of the <b>WAV audio file</b> to use with <b>THPConv</b>.</p>
:<p>This will convert the <b>audio</b> of the <code>[temp_video]</code> in a <b>WAV audio</b> using the <b>pcm_s16le format</b>.</p>
<br>
[[File:THPConv-Guide_Fig-4.webp|center|frame|<b>Fig. 4 - Create WAV audio file</b>]]
<br>
<hr>
:<p><b>NOTE 10:</b> <b>WAV audios</b> are the only audio input <b>THPConv</b> can process. Specifically <b>non-compressed 16-bit PCM data</b> ones.</p>
:<p><b>NOTE 11:</b> <b>WAV audios</b> can be <b>Mono</b> or <b>Stereo</b>, they are both supported by <b>THPConv</b>.</p>
:<p><b>NOTE 12:</b> the <code>-ar 32000</code> sets the <b>frequency</b> of the <b>WAV audio</b>. <b>32000 Hz</b> is needed for the audio in SMG1 since different values make the audio sound at a <b>higher or lower pitch</b>.</p>
<hr>
<br>
:<p><b>Finally</b>, to get the <b>THP</b> converted file we do (<b>Fig. 5</b>):</p>
<blockquote style="border: none;">
<pre>path\to\THPConv.exe -j temp\output*.jpg -s [WAV_audio].wav -r 59.94 -d [Output THP].thp -v</pre>
</blockquote>
[[File:THPConv-Guide_Fig-5.webp|center|frame|<b>Fig. 5 - Create THP file with THPConv</b>]]
<br>
<hr>
:<p><b>NOTE 13:</b> the <code>-j</code> <b>flag</b> is used to select the <b>JPEG sequential frames</b> that are going to be used in the <b>THP video</b>.</p>
:<p><b>NOTE 14:</b> the <code>-s</code> <b>flag</b> is used to select the <b>WAV audio</b> to be used in the <b>THP video</b> (optional).</p>
:<p><b>NOTE 15:</b> the <code>-r</code> <b>flag</b> is used to set the <b>frame rate</b> of the <b>THP video</b>. If you want your video to reproduce normally on SMG1 use <b>59.94</b> as <b>frame rate</b>. If omitted <b>THPConv</b> will set the <b>frame rate</b> of the <b>THP video</b> to <b>29.97 fps</b>.</p>
:<p><b>NOTE 16:</b> the <code>-d</code> <b>flag</b> is used to set the <b>THP</b> file creation path and name.</p>
:<p><b>NOTE 17:</b> the <code>-v</code> <b>flag</b> is used to <b>print more info</b> on the <b>CMD</b> when <b>THPConv</b> is converting the <b>JPG frames</b> and <b>WAV audio</b> into a <b>THP video</b> (optional).</p>
:<p><b>NOTE 18:</b> to check more info on the commands <b>THPConv</b> has, check its documentation (<b>Wii SDK</b>).</p>
<hr>
<br>
:<p>Now you can replace the <b>THP file</b> with the one you want from your <b>SMG1 dump</b> and test the video on game!</p>
<br>
<hr>
:<p><b>NOTE 19:</b> You can use <b>VLC Media Player</b> to play/test <b>THP videos</b> as well as <b>FFmpeg</b> to convert <b>THP videos</b> to other <b>video formats</b> (you can't convert to <b>THP</b> with <b>FFmpeg</b>).</p>
:<p><b>NOTE 20:</b> When testing the <b>THP video</b> on <b>console</b> it is better to not use <b>Riivolution</b> but rather pack the <b>THP</b> into the <b>WBFS file</b> and run said <b>WBFS</b> in a <b>USB Loader</b>. Due to either <b>Riivolution</b> file copying velocity or how inefficient the <b>THP processing algorhythm/video format</b> is (or a combination of both) the video can't be reproduced at its <b>normal speed</b> when being replaced by <b>Riivolution</b>.</p>
<hr>
:<p>Thanks to <b>Lord-Giganticus</b> for his guidence and <b>EmilyTheDemon</b> for her enthusiasm. Tutorial based on the [https://luma.aurumsmods.com/wiki/THPConv.exe <b>Luma's Workshop Wiki</b>]
<hr>
<br>
5298a2fa3f535509627cd4e1c40ed445e05bc485
File:THPConv-Guide Fig-1.webp
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HummingOwl
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Fig. 1 for THPConv-Guide page
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== Summary ==
Fig. 1 for THPConv-Guide page
fe20b858f48b56057a4bf1b40c4178f02042febe
File:THPConv-Guide Fig-2.webp
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HummingOwl
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Fig. 2 for THPConv-Guide page
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== Summary ==
Fig. 2 for THPConv-Guide page
2f07118216c2d4de7399c7425cbedfe29d0a43df
File:THPConv-Guide Fig-3.webp
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2023-05-15T22:41:23Z
HummingOwl
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Fig. 3 for THPConv-Guide page
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== Summary ==
Fig. 3 for THPConv-Guide page
36caee8c114e51be094179d15ea7efb60f185015
File:THPConv-Guide Fig-4.webp
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2023-05-15T22:41:50Z
HummingOwl
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Fig. 4 for THPConv-Guide page
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== Summary ==
Fig. 4 for THPConv-Guide page
f1dda0f31b8b136a6c5dcec005dd89a9a5ca5b9e
File:THPConv-Guide Fig-5.webp
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HummingOwl
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Fig. 5 for THPConv-Guide page
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== Summary ==
Fig. 5 for THPConv-Guide page
83e6e6434bf43ccc6ec2bb29f50998ef212cabb2
Takeshi Hayakawa
0
86
308
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2023-05-17T09:23:56Z
GalaxyMaster
1
that probably said "...is an EAD Tokyo employee..." when I first drafted it
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'''Takeshi Hayakawa''' is a [[Nintendo EAD Tokyo]] employee who served as the lead programmer of Super Mario Galaxy.
== Gallery ==
[[File:Takeshi Hayakawa 1.png]]
[[File:Takeshi Hayakawa 2.png]]
[[File:Takeshi Hayakawa 3.png]]
[[Category:Official developers]]
6423a0538e21d78992b5e22543ef3a94e53c41dc
File:BlackHole - WaterRingEnvRef.png
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GalaxyMaster
1
The WaterRingEnvRef texture from the BlackHole model in both games. This texture is seen on the red edge of black holes, but is highly distorted.
This texture is a curious image of [[Beach Bowl Galaxy]] and Mario, possibly a cropped screenshot of [[MapTool]]. Several differences are visible between this and the final version of Beach Bowl Galaxy.
wikitext
text/x-wiki
== Summary ==
The WaterRingEnvRef texture from the BlackHole model in both games. This texture is seen on the red edge of black holes, but is highly distorted.
This texture is a curious image of [[Beach Bowl Galaxy]] and Mario, possibly a cropped screenshot of [[MapTool]]. Several differences are visible between this and the final version of Beach Bowl Galaxy.
9182af77174c39d74924739b6ddcb8e23d974e36
Blackhole
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99
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2023-05-17T22:04:12Z
GalaxyMaster
1
WaterRingEnvRef
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'''Blackholes''' are objects in both Super Mario Galaxy games that kill the player.
== WaterRingEnvRef ==
[[File:BlackHole - WaterRingEnvRef.png|thumb|WaterRingEnvRef]]
The BlackHole models in both games contain texture called WaterRingEnvRef. This texture is seen on the red edge of black holes, but is highly distorted.
This texture is a curious image of [[Beach Bowl Galaxy]] and Mario, possibly a cropped screenshot of [[MapTool]]. Several differences are visible between this and the final version of Beach Bowl Galaxy.
0b779073f8c37bc8c6cb29407ce09b682ecfc9df
Digitalscape
0
52
311
165
2023-05-17T22:08:53Z
GalaxyMaster
1
/* Copyright registration */
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''TODO: read through a bunch of Japanese sources about this company and document it better.''
'''Digitalscape Co., Ltd.''', or '''DIGITALSCAPE Co., Ltd.''', is a Japanese company involved with the development of Super Mario Galaxy and possibly Super Mario Galaxy 2.
== Credits ==
"DIGITALSCAPE Co., Ltd." is listed in the "SPECIAL THANKS" section of both games' [[credits]].
Being credited in Super Mario Galaxy 2 does not necessarily mean that they were involved with its development; they may only be credited for their work in Super Mario Galaxy 1 that was retained in the second game.
== Copyright registration ==
"Digitalscape Co., Ltd." is listed in the United States Copyright Office registration of the Super Mario Galaxy 1 Japan release: https://publicrecords.copyright.gov/detailed-record/23581903
There, they are listed as the author of "Visual work" (as opposed to Nintendo, who is listed as the author of "Audiovisual work, Computer program").
3b2e5184b743e9f86ac664bfc6d46dee6f1a620a
Northport
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36
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2023-05-17T22:24:34Z
GalaxyMaster
1
/* Super Mario Galaxy release */
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{{WIP}}
'''Northport'''<ref>com.nvidia.nintendo.smg/smg_assets.pak/ini/{smg/smg.ini,game_specific_asset_locations.ini}</ref><ref>https://www.linkedin.com/in/willy-lau-318a3380/</ref><ref>Documents.7z/Documents/セキュリティチーム運営/プロジェクト/NorthPort/</ref> was Nvidia's project to release GameCube and Wii games in China for the Nvidia Shield, with Super Mario Galaxy 1 being one of these games. It was unprecedented as the first time in Nintendo's history that they allowed their games to be sold for another company's platform, likely due to Nvidia supplying the Tegra X1 SoC in the Nintendo Switch. Northport bundles lingcod, a GameCube and Wii emulator developed by Nvidia, with custom builds of the games optimized for running under lingcod.
== History and development ==
The earliest evidence of Northport is dated March 8, 2016, from the Nintendo leak archive Documents.7z/Documents/セキュリティチーム運営/プロジェクト/NorthPort/. The build date in the released Northport build of New Super Mario Bros. Wii is May 3, 2016. It was presumably around this time that Nintendo gave Nvidia the games' source code and that lingcod development started. Most evidence points to Northport having been developed by Nvidia, specifically their GameWorks division.<ref>https://www.linkedin.com/in/rob-stepinski-27a3b256/</ref> However, the documents in Documents.7z/Documents/セキュリティチーム運営/プロジェクト/NorthPort/ show some involvement by Nintendo, specifically regarding anti-piracy and anti-cheating.
The public first became aware of Northport in any capacity in January 2017, when the Chinese government announced that "New Super Mario Bros" (actually referring to New Super Mario Bros. Wii, not the Nintendo DS game of that name) had been approved for sale in the country. It was officially announced in December 2017 alongside the release of three of the five Wii games that would be released for the Shield.
The sale of Northport games was discontinued in July and August 2021. On October 8, 2021, the online verification servers lingcod requires to run were shut down, making it impossible to run without a bypass.
== Details ==
lingcod is a C++ written GameCube and Wii emulator that runs on Android. It's optimized for the Shield and the Tegra X1 SoC used in it, using GPU drivers specific to the X1. Furthermore, the builds of games running under lingcod were optimized for doing so. Super Mario Galaxy had the file ''LingcodPatch.cpp'' added to its [[Source tree/Util|Util]] tree.
=== Configuration files ===
Each Northport release contains a series of commented INI configuration files.
=== .alf files ===
Instead of a DOL, Northport builds' code is in the new ''ALF'' format, an executable format developed by Nvidia optimized for runtime patching. Additionally, these files are not simply named "main.alf", but have the name of the original ELF created by the game's build script. For example, Super Mario Galaxy's executable is named "product.alf", as its build script creates a file named "product.elf". For the Wii builds, product.elf would be converted to a DOL and then named "main.dol" when packed into a Revolution Master (or "Wii ISO").
=== .pak files ===
The games' file systems and their lingcod specific assets archives are in the new ''PAK'' format. https://github.com/simontime/iQiPack can be used to extract this format.
== Games ==
At any point during its development, Northport planned to release at least the following titles for the Shield.
* Cooking Mama (canceled; listed in game_specific_asset_locations.ini)
* Donkey Kong Country Returns (released July 4, 2019)
* Mario Kart Wii (canceled later; listed in game_specific_asset_locations.ini; public demo presented before cancellation)
* New Super Mario Bros. Wii (released December 5, 2017)
* Punch-Out!! (released December 5, 2017)
* Super Mario Galaxy (released March 22, 2018)
* Super Mario Sunshine (canceled early on; not listed in game_specific_asset_locations.ini)
* The Legend of Zelda: Twilight Princess (released December 5, 2017)
== Super Mario Galaxy release ==
Super Mario Galaxy was released for the Shield in March 2018. The Super Mario Galaxy build released for the Shield was compiled from the same updated source tree as the Korean Wii version. This tree was updated to use the latest RVL SDK at the time of the Korean version's 2008 release. This is why the copyright date is 2007 - 2008. It is also believed that the Chinese localization was not created by Nvidia, but rather by Nintendo for an intended release on the Chinese iQue Wii. The iQue Wii was ultimately canceled, so this of course never happened.
Supporting this theory:
* iQue is listed in the Shield release's [[credits]].
* Nvidia did not credit any localizers or translators in their credits list.
* The Chinese government requires video games to display ISBN numbers on launch. The code for this, IsbnManager.cpp, is in the Korean Wii release as well as the Shield release.
* The Korean Wii release's code references a directory named CnSimpChinese in LocalizeData.
=== New files ===
The Shield build contains several new files from the time of the game's development that are not present in the earlier Wii releases, nor the later [[Super Mario 3D All-Stars]] release. These include the contents of AllTargetAddressMap, and the file Debug.arc in every LocalizeData directory. This is because [[Nintendo EAD Tokyo|EAD]] had to manually remove these files upon releasing a new build, and Nvidia was not aware of this.
=== Nvidia's files ===
The Shield build additionally contains several files created by Nvidia, such as nintendoLogo.arc, the Nintendo logo image that is displayed on launch. Notably, these files break the capitalization convention used by the games' other files, and are not [[Yaz0]] compressed as are other files in the same directory.
The existence of these new files indicates that in addition to the source code of Super Mario Galaxy itself, Nintendo also supplied Nvidia with several development tools, at least including [[Resarc]] and the [[BRLYT]] and [[TPL]] creators.
=== Credits ===
==== Shield Dev Team ====
==== Engineering Team ====
* Aayush Prakash
* Anthony Pesch
* Chris Dannemiller
* Chris Spyropoulos
* Denis Barkar
* Eric Cameracci
* Eric van Beurden
* Ian Bullard
* Jihui Shentu
* Jim McArthur
* John Ratcliff
* Jonathan Lim
* Ryan Houdek (notable as a former Dolphin developer)
* Stefanos Piiditis
* Terry Caton
==== Additional Engineering ====
* Jeffrey Qiu
* Johnny Costello
* Lindsay Moore
* Nima Nikfetrat
* Roggie Zhang
* Ryan Prescott
* Sujit Tupe
* Willy Lau
==== Engineering Support ====
* Jim McCaffrey
* Paul Hodgson
* Seth Williams
* Robert Stepinski
==== Quality Assurance ====
* Adam Chamberlain
* Benjamin Feuerstein
* Felipe Alves
* Jason Lee
* Joel Sansait
* Joseph Astillero
* Shaad Boochoon
* Trevor Holm
* Whitney Kitchur
==== Project Management ====
* Blair Yakimovich
* Dane Johnston
* Gavriel State
* John Han
* Nan Li
* Ryan Elam
==== Nvidia Management ====
* Ali Kani
* Bill Bean
* David Sullins
* Fredrik Liljegren
* Kashi Anoosheh
* Mike Pepe
* Rev Lebaredian
* Stephanie Johnson
* Sunny Thakkar
* Teresa Jones
* Tim Bender
* Tony Tamasi
eac830a964434b111ea91e4108be0557cdacb3e6
File:Commemorative Launch Coin Back.jpg
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2023-05-22T04:28:39Z
GalaxyMaster
1
The back of a Super Mario Galaxy [[Commemorative Launch Coin]].
wikitext
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== Summary ==
The back of a Super Mario Galaxy [[Commemorative Launch Coin]].
1e657650123c22d87efb46e21e3f115e3ceb35e3
File:Commemorative Launch Coin Box Back.jpg
6
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GalaxyMaster
1
The back of the box in which a Super Mario Galaxy [[Commemorative Launch Coin]] is packaged.
wikitext
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== Summary ==
The back of the box in which a Super Mario Galaxy [[Commemorative Launch Coin]] is packaged.
a29144dd42dff4ead891eb28035519381c34c384
File:Commemorative Launch Coin Box Front and Back.jpg
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2023-05-22T04:30:21Z
GalaxyMaster
1
The front and back of boxes in which Super Mario Galaxy [[Commemorative Launch Coin]]s are packaged.
wikitext
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== Summary ==
The front and back of boxes in which Super Mario Galaxy [[Commemorative Launch Coin]]s are packaged.
bd2d398d687f17d8889885ff98ef9ddbcbfcb1de
File:Commemorative Launch Coin Box Front.jpg
6
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2023-05-22T04:31:00Z
GalaxyMaster
1
The front of the box in which a Super Mario Galaxy [[Commemorative Launch Coin]] is packaged.
wikitext
text/x-wiki
== Summary ==
The front of the box in which a Super Mario Galaxy [[Commemorative Launch Coin]] is packaged.
3a2cc80c6dd022fe9139c9327dde8d313d268051
File:Commemorative Launch Coin Box Open No Coin.jpg
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2023-05-22T04:32:44Z
GalaxyMaster
1
A box in which a Super Mario Galaxy [[Commemorative Launch Coin]] was packaged, opened with the coin removed, showing the adhesive that normally retains the coin.
wikitext
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== Summary ==
A box in which a Super Mario Galaxy [[Commemorative Launch Coin]] was packaged, opened with the coin removed, showing the adhesive that normally retains the coin.
f7f18f41fbce8a25b98c2308cac680426391a001
File:Commemorative Launch Coin Box Open.jpg
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2023-05-22T04:33:27Z
GalaxyMaster
1
A box in which a Super Mario Galaxy [[Commemorative Launch Coin]] is packaged, opened with the coin in place.
wikitext
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== Summary ==
A box in which a Super Mario Galaxy [[Commemorative Launch Coin]] is packaged, opened with the coin in place.
87638c2f4094f68a5f562ce23c29c57e75e5da39
File:Commemorative Launch Coin Certificate of Authenticity.jpg
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2023-05-22T04:35:12Z
GalaxyMaster
1
The certificate of authenticity included with a Super Mario Galaxy [[Commemorative Launch Coin]].
wikitext
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== Summary ==
The certificate of authenticity included with a Super Mario Galaxy [[Commemorative Launch Coin]].
a49798142f9fb2b691c760456cf5d6e5e7096ed4
File:Commemorative Launch Coin Front and Back.jpg
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2023-05-22T04:35:56Z
GalaxyMaster
1
The front and back of Super Mario Galaxy [[Commemorative Launch Coin]]s.
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== Summary ==
The front and back of Super Mario Galaxy [[Commemorative Launch Coin]]s.
25ed382b179ff1fa0235849d22e0fd0b5d420b57
File:Commemorative Launch Coin Front.jpg
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2023-05-22T04:36:38Z
GalaxyMaster
1
The front of a Super Mario Galaxy [[Commemorative Launch Coin]].
wikitext
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== Summary ==
The front of a Super Mario Galaxy [[Commemorative Launch Coin]].
b5007a61e9064f9b0ac4e078ba7cc1c4cdc5e80e
File:Commemorative Launch Coin Overview.jpg
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2023-05-22T04:37:18Z
GalaxyMaster
1
An overview of all the pieces included with a Super Mario Galaxy [[Commemorative Launch Coin]].
wikitext
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== Summary ==
An overview of all the pieces included with a Super Mario Galaxy [[Commemorative Launch Coin]].
3ba2c6ec28e460a40fd3ac08f2dad715b0de69c2
File:Commemorative Launch Coin Sleeve Back.jpg
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2023-05-22T04:38:28Z
GalaxyMaster
1
The back of the sleeve encasing the box in which a Super Mario Galaxy [[Commemorative Launch Coin]] is packaged.
wikitext
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== Summary ==
The back of the sleeve encasing the box in which a Super Mario Galaxy [[Commemorative Launch Coin]] is packaged.
1078d73d6285303f89b9f19a6b1135d19a9c2096
File:Commemorative Launch Coin Sleeve Front and Back.jpg
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2023-05-22T04:39:44Z
GalaxyMaster
1
The front and back of sleeves encasing the boxes in which Super Mario Galaxy [[Commemorative Launch Coin]] are packaged.
wikitext
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== Summary ==
The front and back of sleeves encasing the boxes in which Super Mario Galaxy [[Commemorative Launch Coin]] are packaged.
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2023-05-22T05:18:30Z
GalaxyMaster
1
wikitext
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== Summary ==
The front and back of sleeves encasing the boxes in which Super Mario Galaxy [[Commemorative Launch Coin]]s are packaged.
a573d69cdb9169028bd4aa3199aa81ccf6acac6d
File:Commemorative Launch Coin Sleeve Front.jpg
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2023-05-22T04:40:10Z
GalaxyMaster
1
The front of the sleeve encasing the box in which a Super Mario Galaxy [[Commemorative Launch Coin]] is packaged.
wikitext
text/x-wiki
== Summary ==
The front of the sleeve encasing the box in which a Super Mario Galaxy [[Commemorative Launch Coin]] is packaged.
56fdcb9a72a2fc24e7916bb713d19f3b01835fe1
Commemorative Launch Coin
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2023-05-22T04:52:25Z
GalaxyMaster
1
wikitext
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The '''Commemorative Launch Coin''' is a promotional item created by Nintendo of America during the release of Super Mario Galaxy 1. It is an aluminum coin that shows Mario and a Luma on the front, and the game's logo on the back. It was given for free to customers who pre-ordered Super Mario Galaxy 1 alongside their copy of the game.
== Gallery ==
<gallery>
File:Commemorative Launch Coin Sleeve Front.jpg|The front of the sleeve encasing the box in which a Super Mario Galaxy Commemorative Launch Coin is packaged.
File:Commemorative Launch Coin Sleeve Back.jpg|The back of the sleeve encasing the box in which a Super Mario Galaxy Commemorative Launch Coin is packaged.
File:Commemorative Launch Coin Sleeve Front and Back.jpg|The front and back of sleeves encasing the boxes in which Super Mario Galaxy Commemorative Launch Coins are packaged.
File:Commemorative Launch Coin Box Front.jpg|The front of the box in which a Super Mario Galaxy Commemorative Launch Coin is packaged.
File:Commemorative Launch Coin Box Back.jpg|The back of the box in which a Super Mario Galaxy Commemorative Launch Coin is packaged.
File:Commemorative Launch Coin Box Front and Back.jpg|The front and back of boxes in which Super Mario Galaxy Commemorative Launch Coins are packaged.
File:Commemorative Launch Coin Box Open.jpg|A box in which a Super Mario Galaxy Commemorative Launch Coin is packaged, opened with the coin in place.
File:Commemorative Launch Coin Box Open No Coin.jpg|A box in which a Super Mario Galaxy Commemorative Launch Coin was packaged, opened with the coin removed, showing the adhesive that normally retains the coin.
File:Commemorative Launch Coin Front.jpg|The front of a Super Mario Galaxy Commemorative Launch Coin.
File:Commemorative Launch Coin Back.jpg|The back of a Super Mario Galaxy Commemorative Launch Coin.
File:Commemorative Launch Coin Front and Back.jpg|The front and back of Super Mario Galaxy Commemorative Launch Coins.
File:Commemorative Launch Coin Certificate of Authenticity.jpg|The certificate of authenticity included with a Super Mario Galaxy Commemorative Launch Coin.
File:Commemorative Launch Coin Overview.jpg|An overview of all the pieces included with a Super Mario Galaxy Commemorative Launch Coin.
</gallery>
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StageSelectMenu
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GalaxyMaster
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/* StageSelectMenu.tbl */ Megaleg date note
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'''StageSelectMenu''' is a feature in Super Mario Galaxy's Develop builds that allows the player/tester to choose from a list of stages. Its existence is known from the Develop builds' symbol maps, and from [[/Debug]]/StageSelectMenu.tbl.
=== StageSelectMenu.tbl ===
/Debug/StageSelectMenu.tbl is a [[BCSV]] file containing the list of stages presented by StageSelectMenu. Columns denoted by an asterisk (*) are not present in StageSelectMenu.tbl, rather having been added by this wiki's editors.
{| class="wikitable mw-collapsible mw-collapsed"
! path || label || label - Google Translated* || StageName || LayerName || Unknown (6DC3A6D2) || ScenarioNo || Notes*
|-
| /NewFolder || ステージ || stage || || || 0 || 1 ||
|-
| /NewFolder/HeavensDoorGalaxy || ヘヴンズドアギャラクシー || Heaven's Door Galaxy || || || 0 || 1 ||
|-
| /NewFolder/HeavensDoorGalaxy/0 || ヘヴンズドアインサイドゾーン || Heaven's Door Inside Zone || HeavensDoorInsideZone || || 0 || 1 ||
|-
| /NewFolder/HeavensDoorGalaxy/0 || ヘヴンズドア(小)ゾーン || Heaven's Door (Small) Zone || HeavensDoorSmallZone || || 0 || 1 ||
|-
| /NewFolder/HeavensDoorGalaxy/0 || ヘヴンズドア(中)ゾーン || Heaven's Door (Middle) Zone || HeavensDoorMiddleZone || || 0 || 1 ||
|-
| /NewFolder/HeavensDoorGalaxy/0 || ヘヴンズドア(大)ゾーン || Heaven's Door (Large) Zone || HeavensDoorLargeZone || || 0 || 1 ||
|-
| /NewFolder/HeavensDoorGalaxy/0 || ヘヴンズドアミステリアスゾーン || Heaven's Door Mysterious Zone || HeavensDoorMysteriousZone || || 0 || 1 ||
|-
| /NewFolder/NewFolder9 || トイボックス || Toy box || || || 6 || 1 ||
|-
| /NewFolder/NewFolder9/0 || ホッパーボトルゾーン || Hopper bottle zone || HopperBottleZone || || 0 || 1 ||
|-
| /NewFolder/NewFolder9/0 || 嵐の海のサルベージゾーン || Stormy sea salvage zone || SeaStormPlanetZone || || 0 || 1 ||
|-
| /NewFolder/NewFolder9/0 || 壁重力ゾーン || Wall gravity zone || WallGravityZone || || 0 || 1 ||
|-
| /NewFolder/NewFolder9/0 || メカクッパゾーン || Mechakuppa zone || MechanicKoopaZone || || 0 || 1 ||
|-
| /NewFolder/NewFolder9/0 || メカキノコゾーン || Mechakinoco zone || MechaKinokoZone || || 0 || 1 ||
|-
| /NewFolder/NewFolder9/0 || ミニメカクッパゾーン || Mini -mail makoppa zone || MiniMechanicKoopaZone || || 0 || 1 ||
|-
| /NewFolder/NewFolder9/0 || ファクトリー内部ゾーン || Factory internal zone || FactoryInsideZone || || 0 || 1 ||
|-
| /NewFolder/NewFolder9/0 || ドンケツゾーン || Donketsu Zone || DonketuZone || || 0 || 1 ||
|-
| /NewFolder/NewFolder9/0 || スペースステーションゾーン || Space station zone || SpaceStationZone || || 0 || 1 ||
|-
| /NewFolder/NewFolder9/0 || クルーズDPDゾーン || Cruise DPD zone || CruiseDPDZone || || 0 || 1 ||
|-
| /NewFolder/NewFolder9/0 || スイーツアステロイドゾーン || Sweets asteroid zone || SweetsAsteroidZone || || 0 || 1 ||
|-
| /NewFolder/NewFolder9/0 || チョコンベヤーゾーン || Chocolate Beyer Zone || ChoconveyorZone || || 0 || 1 ||
|-
| /NewFolder/NewFolder9/0 || トイファクトリーギャラクシー || Toy Factory Galaxy || FactoryGalaxy || || 0 || 1 ||
|-
| /NewFolder/NewFolder9/0 || バースデーケーキゾーン || Birthday cake zone || BirthdayCakeZone || || 0 || 1 ||
|-
| /NewFolder/NewFolder7 || 天文台外側 || Outside Observatory || || || 0 || 1 ||
|-
| /NewFolder/NewFolder7/0 || シナリオ1 || Scenario 1 || AstroGalaxy || || 0 || 1 ||
|-
| /NewFolder/NewFolder7/0 || シナリオ2 || Scenario 2 || AstroGalaxy || || 0 || 2 ||
|-
| /NewFolder/NewFolder7/0 || シナリオ3 || Scenario 3 || AstroGalaxy || || 0 || 3 ||
|-
| /NewFolder/NewFolder7/0 || シナリオ4 || Scenario 4 || AstroGalaxy || D || 0 || 4 ||
|-
| /NewFolder/0 || 図書室 || Library || LibraryRoom || || 0 || 1 ||
|-
| /NewFolder/0 || 天文ドーム || Astronomical Dome || AstroDome || || 0 || 1 ||
|-
| /NewFolder/0 || ピーチ城前庭 || Peach Castle Front Yard || PeachCastleGardenGalaxy || || 0 || 1 ||
|-
| /NewFolder/0 || ピーチ城・最終 || Peach Castle / Final || PeachCastleFinalGalaxy || || 0 || 1 ||
|-
| /NewFolder/0 || 旧ピーチ城前庭 || Former Peach Castle Venue || HosonoTest04 || || 0 || 1 ||
|-
| /NewFolder/0 || 天文台惑星 || Astronomical planet || AstroHomeZone || || 0 || 1 ||
|-
| /NewFolder/NewFolder6 || エッグプラネット || Egg planet || || || 0 || 1 ||
|-
| /NewFolder/NewFolder6/0 || 球状内部ゾーン || The spherical internal zone || SphereInsideZone || || 0 || 1 ||
|-
| /NewFolder/NewFolder6/0 || 二隻の海賊船ゾーン || Two pirate ship zones || OceanTwinPiratesZone || || 0 || 1 ||
|-
| /NewFolder/NewFolder6/0 || ツインフォールレイクゾーン || Twinfall Lake Zone || TwinFallLakeZone || || 0 || 1 ||
|-
| /NewFolder/NewFolder6/0 || そら豆惑星ゾーン || Sora bean planet zone || SoramameZone || || 0 || 1 ||
|-
| /NewFolder/NewFolder6/0 || わたげ星ゾーン || Watage Star Zone || PuffballZone || || 0 || 1 ||
|-
| /NewFolder/NewFolder6/0 || ココツインゾーン || Koco -in zone || CoCoTwinZone || || 0 || 1 ||
|-
| /NewFolder/NewFolder6/0 || スターエッグロードゾーン || Star Egg Road Zone || StarEggRoadZone || || 0 || 1 ||
|-
| /NewFolder/NewFolder6/0 || スター惑星ゾーン || Star planet zone || BlueStarZone || || 0 || 1 ||
|-
| /NewFolder/NewFolder6/0 || タンポポが丘ゾーン || Dandelion gaoka zone || DandelionHillZone || || 0 || 1 ||
|-
| /NewFolder/NewFolder6/0 || ディスクガーデンゾーン || Disk Garden Zone || DiskGardenZone || || 0 || 1 ||
|-
| /NewFolder/NewFolder6/0 || ディノパックン戦ゾーン || Dino Paccun Battle Zone || DinoPakkunBattleZone || || 0 || 1 ||
|-
| /NewFolder/NewFolder6/0 || ドラヤキ要塞ゾーン || Drayaki Fortress Zone || DorayakiFortressZone || || 0 || 1 ||
|-
| /NewFolder/NewFolder6/0 || ハテナ花畑ゾーン || Hatena flower field zone || QuestionFlowerGardenZone || || 0 || 1 ||
|-
| /NewFolder/NewFolder6/0 || ピーナッツ惑星ゾーン || Peanut planet zone || PeanutZone || || 0 || 1 ||
|-
| /NewFolder/NewFolder6/0 || ミスティックタワーゾーン || Mystic Tower Zone || ReverseGravityTowerZone || || 0 || 1 ||
|-
| /NewFolder/NewFolder6/0 || 星くずの丘ゾーン || Star Kuzu Hill Zone || StardustHillZone || || 0 || 1 ||
|-
| /NewFolder/NewFolder6/0 || 草むら双子惑星ゾーン || Kusamura twin planet zone || GlassyTwinsPlanetZone || || 0 || 1 ||
|-
| /NewFolder/NewFolder2 || ハニービーキングダム || Honey Beaking Dam || || || 0 || 1 ||
|-
| /NewFolder/NewFolder2/Zone || ゾーン || zone || || || 0 || 1 ||
|-
| /NewFolder/NewFolder2/Zone/0 || ハチの崖ゾーン || Bee cliff zone || BeeCliffZone || || 0 || 1 ||
|-
| /NewFolder/NewFolder2/Zone/0 || フラワーロードゾーン || Flower road zone || FlowerRoadZone || || 0 || 1 ||
|-
| /NewFolder/NewFolder2/Zone/0 || マザーハッチーゾーン || Mother hatchee zone || MotherBeeZone || || 0 || 1 ||
|-
| /NewFolder/NewFolder2/Zone/0 || カベのぼりEX(A)ゾーン || Wall climbing EX(A) zone || WallClimbEXAZone || || 0 || 1 ||
|-
| /NewFolder/NewFolder2/Zone/0 || カベのぼりEX(B)ゾーン || Wall climbing EX(B) zone || WallClimbEXBZone || || 0 || 1 ||
|-
| /NewFolder/NewFolder2/Zone/0 || カベのぼりEX(C)ゾーン || Wall climbing EX(B) zone || WallClimbEXCZone || || 0 || 1 ||
|-
| /NewFolder/0 || チャレンジサーフィン || Challenge surfing || SurfingLv1Galaxy || || 0 || 1 ||
|-
| /NewFolder/NewFolder10 || スターダスト || Stardust || || || 0 || 1 ||
|-
| /NewFolder/NewFolder10/0 || スターダスト || Stardust || StarDustGalaxy || || 0 || 1 ||
|-
| /NewFolder/NewFolder10/0 || まゆEX || Mayu EX || CocoonEXZone || || 0 || 1 ||
|-
| /NewFolder/BSG || バトルシップ || Battleship || || || 0 || 1 ||
|-
| /NewFolder/BSG/0 || [シナリオ1] || [Scenario 1] || BattleShipGalaxy || || 0 || 1 ||
|-
| /NewFolder/BSG/0 || [シナリオ2] || [Scenario 2] || BattleShipGalaxy || || 0 || 2 ||
|-
| /NewFolder/BSG/0 || [シナリオ3] || [Scenario 3] || BattleShipGalaxy || || 0 || 3 ||
|-
| /NewFolder/BSG/BSZ || ゾーン || zone || || || 0 || 1 ||
|-
| /NewFolder/BSG/BSZ/0 || 対巨大要塞ゾーン || Giant fortress zone against || VsHugeBattleShipZone || A || 0 || 1 ||
|-
| /NewFolder/BSG/BSZ/0 || 分子構造惑星ゾーン || Molecular structure planet zone || BombheiLectureZone || A || 0 || 1 ||
|-
| /NewFolder/BSG/BSZ/0 || 宇宙機雷Gキャプチャーゾーン || Space Mine G Capture Zone || SpaceMineGCaptureZone || A || 0 || 1 ||
|-
| /NewFolder/BSG/BSZ/0 || 要塞内部移動用砲台ゾーン || Fortress internal movement barrel zone || MarioLancherLecture3Zone || A || 0 || 1 ||
|-
| /NewFolder/BSG/BSZ/0 || 移動用砲台楕円惑星ゾーン || Mobile turret elliptical planet zone || MarioLancherLecture2Zone || A || 0 || 1 ||
|-
| /NewFolder/BSG/BSZ/0 || 要塞内部重力反転ゾーン || Fortress internal gravity reversal zone || UfoGravityTurnOverZone || A || 0 || 3 ||
|-
| /NewFolder/BSG/BSZ/0 || 要塞内部ジャンプビーマーゾーン || Fortress internal jumping beer zone || FortressJumpBeamerZone || A || 0 || 3 ||
|-
| /NewFolder/BSG/BSZ/0 || 球状穴ぼこキラーゾーン || Globic hole buckwheat killer zone || BattleShipKillerPlanetZone\StageData || A || 0 || 1 ||
|-
| /NewFolder/BSG/BSZ/0 || トライレッグボスゾーン || Tri -Leg Boss Zone || TriPodBossZone || A || 0 || 3 ||
|-
| /NewFolder/BSG/BSZ/0 || 要塞タイムアタックゾーン || Fortress time attack zone || BombTimeAttackZone || A || 0 || 1 ||
|-
| /NewFolder/BSG/BSS || 試作 || Trial production || || || 0 || 1 ||
|-
| /NewFolder/BSG/BSS/0 || 対要塞試作00ゾーン || Test for the fortress 00 zone || VsHugeBattleShipT00Zone || A || 0 || 1 ||
|-
| /NewFolder/BSG/BSS/0 || 要塞内部ジャンプガーダーゾーン || Fortress internal jumping garment zone || BattleShipJumpGuarderZone || A || 0 || 3 ||
|-
| /NewFolder/BSG/BSS/0 || UFOジャンプガーダー2ゾーン || UFO Jump Guarder 2 Zone || UfoJumpGuarderZone || C || 0 || 3 ||
|-
| /NewFolder/BSG/BSS/0 || UFOベーゴマンゾーン || UFO Begoman Zone || UfoBegomanZone || C || 0 || 3 ||
|-
| /NewFolder/BSG/BSS/0 || 林田ギャラクシー || Hayashida Galaxy || BattleShipGalaxyTrial || || 0 || 1 ||
|-
| /NewFolder/BSG/BSS/0 || ジャンプガーターゾーン || Jump garter zone || UfoInside1Zone || C || 0 || 3 ||
|-
| /NewFolder/BSG/BSS/0 || Y字惑星ゾーン || Y -character planet zone || YShapePlanetZone || || 0 || 3 ||
|-
| /NewFolder/BSG/BSS/0 || UFOツキダシクンゾーン || UFO Tsukida Kunzon || UfoTsukidashiKunZone || || 0 || 3 ||
|-
| /NewFolder/BSG/BSS/0 || UFOジライラゾーン || UFO Jirilla Zone || UfoJirairaZone || || 0 || 3 ||
|-
| /NewFolder/BSG/BSS/0 || 球状キラーゾーン || Glossy killer zone || SubordineteGamilassZone || || 0 || 3 ||
|-
| /NewFolder/BSG/BSS/0 || ボム兵レクチャー || Bomb soldier lecture || BombheiLectureOld1Zone || || 0 || 1 ||
|-
| /NewFolder/BSG/BSS/0 || 移動用砲台レクチャー || Mobile turret lecture || MarioLancherLectureZone || || 0 || 1 ||
|-
| /NewFolder/BSG/BSS/0 || 戦艦内部 || Inside the battleship || HugeUfoInsideZone || || 0 || 3 ||
|-
| /NewFolder/BSG/BSS/0 || トライアングルUFO || Triangle UFO || TriangleUfoZone || || 0 || 1 ||
|-
| /NewFolder/0 || ■クッパ戦1 || ■ Battle 1 || HosonoTest04 || || 0 || 1 ||
|-
| /NewFolder/0 || ウインドガーデン || Wind garden || CosmosGardenGalaxy || || 0 || 1 ||
|-
| /NewFolder/NewFolder22 || アイスボルケーノ || Ice volcano || || || 0 || 1 ||
|-
| /NewFolder/NewFolder22/0 || アイスボルケーノギャラクシー || Ice Volcano Galaxy || IceVolcanoGalaxy || || 0 || 1 ||
|-
| /NewFolder/NewFolder22/NewFolder || ゾーン || zone || || || 0 || 1 ||
|-
| /NewFolder/NewFolder22/NewFolder/0 || 雪溶かしゲーム || Snow -melted game || YukidarumaZone || || 0 || 1 ||
|-
| /NewFolder/NewFolder22/NewFolder/0 || アステロイドベルトゾーン || Asteroid belt zone || AsteroidBeltZone || || 0 || 1 ||
|-
| /NewFolder/NewFolder22/NewFolder/0 || アイスリングAゾーンシナリオ1 || Ice ring A zone scenario 1 || IceRingAZone || A || 0 || 1 ||
|-
| /NewFolder/NewFolder22/NewFolder/0 || アイスリングAゾーンシナリオ2 || Ice ring A zone scenario 2 || IceRingAZone || B || 0 || 2 ||
|-
| /NewFolder/NewFolder22/NewFolder/0 || アイスリングBゾーンシナリオ3 || Ice ring B zone scenario 3 || IceRingBZone || || 0 || 3 ||
|-
| /NewFolder/NewFolder22/NewFolder/0 || みちひき惑星 || Michihiki planet || IceMichihikiZone || A || 0 || 1 ||
|-
| /NewFolder/NewFolder22/NewFolder/0 || スノーカプセルゾーン || Snow capsule zone || SnowCapsuleZone || A || 0 || 1 ||
|-
| /NewFolder/NewFolder22/NewFolder/0 || 溶岩サンドイッチテスト || Lava sandwich test || Sandwich || || 0 || 1 ||
|-
| /NewFolder/NewFolder22/NewFolder/0 || アイス溶岩島ゾーン || Ice lava island zone || IceLavaIslandZone || || 0 || 1 ||
|-
| /NewFolder/NewFolder22/NewFolder/0 || アイスネタテスト || Ice story test || IceHomeTestZone || A || 0 || 1 ||
|-
| /NewFolder/NewFolder22/NewFolder/0 || ファイアマリオネタテスト || Fire Mario Neta Test || IceHomeTest2Zone || || 0 || 1 ||
|-
| /NewFolder/NewFolder22/NewFolder/0 || 三角プレートゾーン || Triangle plate zone || FallTriangleZone || || 0 || 1 ||
|-
| /NewFolder/NewFolder22/NewFolder/0 || 流氷ゾーン || Drift ice zone || DriftIceZone || || 0 || 1 ||
|-
| /NewFolder/NewFolder22/NewFolder/0 || マウンテン || Mountain || IceMountainZone || A || 0 || 1 ||
|-
| /NewFolder/NewFolder22/NewFolder/0 || 氷土管迷路ゾーン || Ice clay maze zone || IceMazeWithPipeZone || || 0 || 1 ||
|-
| /NewFolder/NewFolder22/NewFolder/0 || ボルケーノプラネット || Volcano Planet || VolcanoPlanetZone || A || 0 || 1 ||
|-
| /NewFolder/0 || ファントム || phantom || PhantomGalaxy || || 0 || 1 ||
|-
| /NewFolder/NewFolder8 || サンドアイランド || Sand island || || || 0 || 1 ||
|-
| /NewFolder/NewFolder8/0 || サンドアイランドギャラクシー || Sand Island Galaxy || SandClockGalaxy || || 0 || 1 ||
|-
| /NewFolder/NewFolder8/Desert || ゾーン || zone || || || 0 || 1 ||
|-
| /NewFolder/NewFolder8/Desert/0 || 流砂2Dゾーン || 2D zone || QuickSand2DZone || || 0 || 1 ||
|-
| /NewFolder/NewFolder8/Desert/0 || 砂タワーゾーン || Sand tower zone || SandTowerZone || || 0 || 1 ||
|-
| /NewFolder/NewFolder8/Desert/0 || 砂ストリームゾーン || Sand stream zone || SandStreamZone || || 0 || 1 ||
|-
| /NewFolder/NewFolder8/Desert/0 || 砂川ゾーン || Sunagawa zone || SandRiverZone || || 0 || 1 ||
|-
| /NewFolder/NewFolder8/Desert/0 || 砂アップダウンゾーン1 || Sand -up Daun Zone 1 || SandUpDownZone || A || 0 || 1 ||
|-
| /NewFolder/NewFolder8/Desert/0 || 砂アップダウンゾーン2 || Sand -up Down Zone 2 || SandUpDownZone || B || 0 || 1 ||
|-
| /NewFolder/NewFolder8/Desert/0 || 砂島サンボゾーン || Sandland Sunbo Zone || SandIslandSamboZone || || 0 || 1 ||
|-
| /NewFolder/NewFolder8/Desert/0 || サンボキューブゾーン || Sambocube zone || SamboCubeZone || || 0 || 1 ||
|-
| /NewFolder/NewFolder8/Desert/0 || 砂漠ディスクゾーン || Desert Disk Zone || DesertDiskZone || || 0 || 1 ||
|-
| /NewFolder/NewFolder8/Desert/0 || 砂対流ゾーン || Sand -style zone || DesertConvectionZone || || 0 || 1 ||
|-
| /NewFolder/NewFolder8/Desert/0 || 砂時計ゾーン || Hourglass zone || SandGlassZone || || 0 || 1 ||
|-
| /NewFolder/NewFolder8/Desert/0 || 塔内部ゾーン || Tower internal zone || DesertInsideZone || || 0 || 1 ||
|-
| /NewFolder/NewFolder8/Desert/0 || デザートワームゾーン || Desert worm zone || DesertWormZone || || 0 || 1 ||
|-
| /NewFolder/NewFolder8/Desert/0 || ココポイハナゾーン || Coco Poi Hana Zone || CocoPoihanaZone || || 0 || 1 ||
|-
| /NewFolder/NewFolder8/Desert/0 || デザートオタキングゾーン || Dessert otaking zone || DesertOtakingZone || || 0 || 1 ||
|-
| /NewFolder/NewFolder || ダンジョンケイブ || Dungeon cave || || || 0 || 1 ||
|-
| /NewFolder/NewFolder/0 || [シナリオ1]幽霊船の呪術師をたおせ! || [Scenario 1] Defeat the magician on the ghost ship! || OceanPhantomCaveGalaxy || A || 0 || 1 ||
|-
| /NewFolder/NewFolder/0 || [シナリオ2]ガケの上の宝箱 || [Scenario 2] Treasure chest on the cliff || OceanPhantomCaveGalaxy || B || 0 || 2 ||
|-
| /NewFolder/NewFolder/0 || [シナリオ3]帰ってきた海のギャング || [Scenario 3] The sea gang returns || OceanPhantomCaveGalaxy || C || 0 || 3 ||
|-
| /NewFolder/NewFolder/0 || [シナリオ4]海底トンネルの秘宝 || [Scenario 4] The treasure of the seabed tunnel || OceanPhantomCaveGalaxy || D || 0 || 4 ||
|-
| /NewFolder/NewFolder/0 || [シナリオ5]J字惑星のスター || [Scenario 5] J-shaped planet star || OceanPhantomCaveGalaxy || E || 0 || 5 ||
|-
| /NewFolder/NewFolder/0 || [シナリオ6]月とウサギと亀 || [Scenario 6] Moon, rabbit, and turtle || OceanPhantomCaveGalaxy || F || 0 || 6 ||
|-
| /NewFolder/OCN || オーシャンリング || Ocean ring || || || 0 || 1 ||
|-
| /NewFolder/OCN/0 || [シナリオ1]海の中の木箱 || [Scenario 1] A wooden box in the sea || OceanRingGalaxy || || 0 || 1 ||
|-
| /NewFolder/OCN/0 || [シナリオ2]ひかるコウラをさがせ! || [Scenario 2] Find the shining Koura! || OceanRingGalaxy || || 0 || 2 ||
|-
| /NewFolder/OCN/0 || [シナリオ3]シャッチーリング || [Scenario 3] Shuttling || OceanRingGalaxy || || 0 || 3 ||
|-
| /NewFolder/OCN/0 || [シナリオ4]ペンギンレース || [Scenario 4] Penguin race || OceanRingGalaxy || || 0 || 4 ||
|-
| /NewFolder/OCN/0 || [シナリオ5]イエローチップ || [Scenario 5] Yellow chip || OceanRingGalaxy || || 0 || 5 ||
|-
| /NewFolder/OCN/0 || [シナリオ6]ガケ裏の宝箱 || [Scenario 6] Treasure chest behind the cliff || OceanRingGalaxy || || 0 || 6 ||
|-
| /NewFolder/OCN/0 || [シナリオ7]ブッシュポンプのナゾ || [Scenario 7] Bush pump mystery || OceanRingGalaxy || || 0 || 7 || [[Sea Slide Galaxy]] (OceanRingGalaxy) only has six stars in the final game.
|-
| /NewFolder/OCN/0 || [シナリオ8]マングローブのスター || [Scenario 8] Mangrove star || OceanRingGalaxy || || 0 || 8 || Ditto.
|-
| /NewFolder/TomorrowKingdom || オータムウッズ || Autumn Woods || || || 0 || 1 ||
|-
| /NewFolder/TomorrowKingdom/NewFolder || ゾーン || zone || || || 0 || 1 ||
|-
| /NewFolder/TomorrowKingdom/NewFolder/0 || リバースフォレストホームゾーン || Reverse Forest Home Zone || ReverseForestHomeZone || || 0 || 1 ||
|-
| /NewFolder/CFGA || キャノンフリート || Cannon fleet || || || 0 || 1 ||
|-
| /NewFolder/CFGA/0 || [シナリオ1] || [Scenario 1] || CannonFleetGalaxy || || 0 || 1 ||
|-
| /NewFolder/CFGA/0 || [シナリオ2] || [Scenario 2] || CannonFleetGalaxy || || 0 || 2 ||
|-
| /NewFolder/CFGA/0 || [シナリオ3] || [Scenario 3] || CannonFleetGalaxy || || 0 || 3 ||
|-
| /NewFolder/CFGA/CFGZ || ゾーン || zone || || || 0 || 1 ||
|-
| /NewFolder/CFGA/CFGZ/0 || ビーマーラッシュゾーン || Beamer rush zone || BeamerRushZone || A || 0 || 1 ||
|-
| /NewFolder/CFGA/CFGZ/0 || ボムタイムアタック2 || Bomb time attack 2 || BombTimeAttack2Zone || A || 0 || 1 ||
|-
| /NewFolder/CFGA/CFGZ/0 || ベーゴマン連星 || Begoman binaries || UfoBegomanChainedPlanetZone || A || 0 || 1 ||
|-
| /NewFolder/CFGA/CFGZ/0 || キャノン弾Gキャプチャー || Cannon bullet G capture || CannonGCaptureZone || A || 0 || 1 ||
|-
| /NewFolder/CFGA/CFGZ/0 || 絶壁登りゾーン || Cliff climbing zone || FortressCliffClimbZone || A || 0 || 1 ||
|-
| /NewFolder/CFGA/CFGZ/0 || 電撃ビリビリUFO || Dengeki Biribiri UFO || ElectricUfoZone || A || 0 || 1 ||
|-
| /NewFolder/CFGA/CFGZ/0 || ねじまき船団 || Screw fleet || ScrewFleetZone || A || 0 || 1 ||
|-
| /NewFolder/CFGA/CFGZ/0 || 2D重力回転ゾーン || 2D gravity rotation zone || CanonTurnOverZone || A || 0 || 3 ||
|-
| /NewFolder/CFGA/CFGZ/0 || 対巨大要塞レベル2ゾーン || Giant Fortress Level 2 Zone || VsHugeBattleShipLv2Zone || A || 0 || 2 ||
|-
| /NewFolder/CFGA/CFGZ/0 || ビームガン連星 || Beam gun star || UfoBegomanChainedPlanetZone || A || 0 || 3 ||
|-
| /NewFolder/CFGA/CNF || 試作 || Trial production || || || 0 || 1 ||
|-
| /NewFolder/CFGA/CNF/0 || 穴ぼこレーザー惑星 || Holes Boko Laser Planet || LaserPotholePlanetZone || A || 0 || 1 ||
|-
| /NewFolder/CFGA/CNF/0 || 巨大レーザー砲 || Giant laser gun || HugeLaserCannonZone || A || 0 || 1 ||
|-
| /NewFolder/CFGA/CNF/0 || ボスベーゴマン試作01 || Boss Bagoman prototype 01 || ElectricUfoTest01Zone || A || 0 || 1 ||
|-
| /NewFolder/CFGA/CNF/0 || ボスベーゴマン試作02 || Boss Bagoman prototype 02 || ElectricUfoTest02Zone || A || 0 || 1 ||
|-
| /NewFolder/CFGA/CNF/0 || ボスベーゴマン試作03 || Boss Bagoman prototype 03 || ElectricUfoTest03Zone || A || 0 || 1 ||
|-
| /NewFolder/CFGA/CNF/0 || ボスベーゴマン試作04 || Boss Bagoman prototype 04 || ElectricUfoTest04Zone || A || 0 || 1 ||
|-
| /NewFolder/CFGA/CNF/0 || ジライラホッパーゾーン || Jirilla Hopper Zone || JirairaHopperOrgZone || || 0 || 1 ||
|-
| /NewFolder/CFGA/CNF/0 || ビーマーラッシュ || Berman rush || BeamerRushZone || || 0 || 1 ||
|-
| /NewFolder/CFGA/CNF/0 || 移動用砲台迷路試作その1 || Mobile turret maze prototype part 1 || LauncherMazeOld1Zone || A || 0 || 1 ||
|-
| /NewFolder/CFGA/CNF/0 || ベーゴマンダンベル惑星 || Begomandanbell Planet || DumbbellBegomanPlanetZone || A || 0 || 1 ||
|-
| /NewFolder/CFGA/CNF/0 || レーザーどら焼き惑星 || Laser dorayaki planet || LaserDorayakiPlanetZone || A || 0 || 1 ||
|-
| /NewFolder/CFGA/CNF/0 || 巨大レーザー砲 || Giant laser gun || HugeLaserCannonZone || A || 0 || 1 ||
|-
| /NewFolder/CFGA/CNF/0 || 無敵ダッシュ || Invincible dash || IkkakuTimeAttackZone || || 0 || 1 ||
|-
| /NewFolder/CFGA/CNF/0 || キャノンフリートホーム || Canon Fleet Home || CannonFleetHomeZone || || 0 || 1 ||
|-
| /NewFolder/0 || ■クッパ戦2 || ■ Battle 2 || HosonoTest04 || || 0 || 1 ||
|-
| /NewFolder/FLG || フローターランド || Floater land || || || 16 || 1 ||
|-
| /NewFolder/FLG/0 || [シナリオ1] || [Scenario 1] || OceanFloaterLandGalaxy || || 0 || 1 ||
|-
| /NewFolder/FLG/0 || [シナリオ2] || [Scenario 2] || OceanFloaterLandGalaxy || || 0 || 2 ||
|-
| /NewFolder/FLG/0 || [シナリオ3] || [Scenario 3] || OceanFloaterLandGalaxy || || 0 || 3 || [[Buoy Base Galaxy]] (OceanFloaterLandGalaxy) only has two stars in the final game.
|-
| /NewFolder/FLG/OFLG || ゾーン || zone || || || 15 || 1 ||
|-
| /NewFolder/FLG/OFLG/0 || 水殻惑星 || Water planet || WaterShellZone || || 0 || 1 ||
|-
| /NewFolder/FLG/OFLG/0 || プクプクガンボル惑星 || Pukupuku Gambol Planet || PukupukuGambolZone || || 0 || 1 ||
|-
| /NewFolder/FLG/OFLG/0 || 海底火山惑星 || Submarine volcano planet || SubmarineVolcanoPlanetZone || || 0 || 1 ||
|-
| /NewFolder/FLG/OFLG/0 || オーシャンチャーチ惑星 || Ocean church planet || OceanChurchZone || || 0 || 1 ||
|-
| /NewFolder/FLG/OFLG/0 || フローターランド惑星 || Floater land planet || FloaterLandZone || || 0 || 1 ||
|-
| /NewFolder/HPG || ヘルプロミネンス || Hell prominence || || || 0 || 1 ||
|-
| /NewFolder/HPG/0 || [シナリオ1] || [Scenario 1] || HellProminenceGalaxy || || 0 || 1 ||
|-
| /NewFolder/HPG/0 || [シナリオ2] || [Scenario 2] || HellProminenceGalaxy || || 0 || 2 ||
|-
| /NewFolder/HPG/0 || [シナリオ3] || [Scenario 3] || HellProminenceGalaxy || || 0 || 3 ||
|-
| /NewFolder/HPG/YZN || 各ゾーン || Each zone || || || 10 || 1 ||
|-
| /NewFolder/HPG/YZN/0 || メラメラ全滅惑星 || Meramera annihilated planet || ExterminateMerameraPlanetZone || A || 0 || 1 ||
|-
| /NewFolder/HPG/YZN/0 || C型ドッスン惑星 || C type Dosun planet || HellTypeCDossunPlanetZone || A || 0 || 3 ||
|-
| /NewFolder/HPG/YZN/0 || マグマライジングゾーン || Magma Rising Zone || HellMagmaRisingZone || A || 0 || 2 ||
|-
| /NewFolder/HPG/YZN/0 || ディノパックンLv2 || Dinopakkun Lv2 || DinoPackunBattleLv2Zone || A || 0 || 3 ||
|-
| /NewFolder/HPG/YZN/0 || ヘルホーム:シナリオ1 || Hell home: Scenario 1 || HellHomeZone || A || 0 || 1 ||
|-
| /NewFolder/HPG/YZN/0 || ヘルホーム:シナリオ2 || Hell home: Scenario 2 || HellHomeZone || B || 0 || 2 ||
|-
| /NewFolder/HPG/YZN/0 || ヘルホーム:シナリオ3 || Hell home: Scenario 3 || HellHomeZone || C || 0 || 3 ||
|-
| /NewFolder/HPG/YZN/0 || ヘルGキャプチャーゾーン || Hell G Capture Zone || HellGcapZone || A || 0 || 1 ||
|-
| /NewFolder/HPG/YZN/0 || ヘル崩落回廊ゾーン || Hell collapse corridor zone || HellLavaFloatingZone || A || 0 || 1 ||
|-
| /NewFolder/HPG/YZN/0 || ヘルメテオゾーン || Hell meteor zone || HellMeteoZone || A || 0 || 1 ||
|-
| /NewFolder/HPG/YZN/0 || 回転地面2D惑星 || Rotated ground 2D planet || HellRotateGround2DPlanetZone || A || 0 || 3 ||
|-
| /NewFolder/HPG/YZN/0 || ヘルJ字キラー惑星 || Hell J -shaped killer planet || HellJKillerZone || A || 0 || 1 ||
|-
| /NewFolder/HPG/YZN/0 || ヘル貝殻惑星 || Hell shell planet || HellShellZone || A || 0 || 1 ||
|-
| /NewFolder/HPG/YZN/0 || ヘル溶岩半球惑星 || Hell lava hemispherical planet || HellPoolBZone || A || 0 || 1 ||
|-
| /NewFolder/HPG/YZN/0 || ヘル溶岩回転惑星 || Hell lava rotation planet || HellPoolAZone || A || 0 || 1 ||
|-
| /NewFolder/HPG/HPS || 試作 || Trial production || || || 0 || 1 ||
|-
| /NewFolder/HPG/HPS/0 || 元祖溶岩ギャラクシー || Original lava galaxy || LavaGalaxy || || 0 || 1 ||
|-
| /NewFolder/HPG/HPS/0 || 溶岩メテオ || Lava meteor || LavaMeteoZone || || 0 || 1 ||
|-
| /NewFolder/HPG/HPS/0 || 崩落回廊ゾーン || Collapse corridor zone || LavaFloatingZone || || 0 || 1 ||
|-
| /NewFolder/HPG/HPS/0 || J字キラー惑星 || J -shaped killer planet || JKillerStageZone || || 0 || 1 ||
|-
| /NewFolder/HPG/HPS/0 || 貝殻惑星 || Shell planet || ShellLavaZone || || 0 || 1 ||
|-
| /NewFolder/HPG/HPS/0 || 溶岩回転惑星 || Lava rotation planet || LavaPoolAZone || || 0 || 1 ||
|-
| /NewFolder/HPG/HPS/0 || 溶岩半球惑星 || Lava hemispherical planet || LavaPoolBZone || || 0 || 1 ||
|-
| /NewFolder/HPG/HPS/0 || Gキャプチャーゾーン || G Capture Zone || LavaGcapBZone || || 0 || 1 ||
|-
| /NewFolder/HPG/HPS/0 || 溶岩ホーム || Lava platform || LavaHomeZone || || 0 || 1 ||
|-
| /NewFolder/0 || オーロラフロスト || Aurora Frost || IceGalaxy || || 0 || 1 ||
|-
| /NewFolder/0 || エルデザート || El desert || DesertGalaxy || || 0 || 1 ||
|-
| /NewFolder/0 || メックプラント || Mech plant || FactoryGalaxy || || 0 || 1 ||
|-
| /NewFolder/NewFolder4 || マグマコロシアム || Magmakorosium || || || 0 || 1 ||
|-
| /NewFolder/NewFolder4/0 || マグマコロシアム(溶岩2) || Magmakorosium (lava 2) || LavaGalaxy || || 0 || 1 ||
|-
| /NewFolder/NewFolder4/NewFolder || 各ゾーン || Each zone || || || 0 || 1 ||
|-
| /NewFolder/NewFolder4/NewFolder/0 || フローターオタキング試作 || Flower otaking prototype || FloaterOtakingTest || || 0 || 1 ||
|-
| /NewFolder/NewFolder3 || ダークレインボー || Dark Rainbow || || || 0 || 1 ||
|-
| /NewFolder/NewFolder3/0 || ダークレインボー || Dark Rainbow || DarkRainbowGalaxy || || 0 || 1 ||
|-
| /NewFolder/0 || ■クッパ戦3 || ■ Battle 3 || HosonoTest04 || || 0 || 1 ||
|-
| /NewFolder/ || テレサマリオ2DEx || Teresa Mario 2D Ex || || || 0 || 1 ||
|-
| /NewFolder/0 || テレサマリオ2Dレースゾーン || Teresa Mario 2D race zone || TeresaMario2DRaceZone || || 0 || 1 ||
|-
| /NewFolder/0 || テレサ2Dゾーン || Teresa 2D Zone || Teresa2DZone || || 0 || 1 ||
|-
| /NewFolder/NewFolder5 || ハニークライム || Honey Climb || || || 0 || 1 ||
|-
| /NewFolder/NewFolder5/0 || ハニービーExギャラクシー || Honeybee Ex Galaxy || HoneyBeeExGalaxy || || 0 || 1 ||
|-
| /NewFolder/NewFolder5/NewFolder || 各ゾーン || Each zone || || || 0 || 1 ||
|-
| /NewFolder/NewFolder5/NewFolder/0 || カベのぼりEx(A)ゾーン || Wall climbing Ex (A) zone || WallClimbExAZone || || 0 || 1 ||
|-
| /NewFolder/NewFolder5/NewFolder/0 || カベのぼりEx(B)ゾーン || Wall climbing Ex (B) zone || WallClimbExBZone || || 0 || 1 ||
|-
| /NewFolder/NewFolder5/NewFolder/0 || カベのぼりEx(C)ゾーン || Wall climbing Ex (C) zone || WallClimbExCZone || || 0 || 1 ||
|-
| /NewFolder/TamakoroExLv1Galaxy || トライアルボール || Trial ball || || || 0 || 1 ||
|-
| /NewFolder/TamakoroExLv1Galaxy/0 || タマコロExLv1ギャラクシー || Tamakoro ExLv1 Galaxy || TamakoroExLv1Galaxy || || 0 || 1 ||
|-
| /NewFolder/TamakoroExLv1Galaxy/NewFolder || 各ゾーン || Each zone || || || 0 || 1 ||
|-
| /NewFolder/TamakoroExLv1Galaxy/NewFolder/0 || タマコロEx(A)ゾーン || Tamakoro Ex (A) Zone || TamakoroExAZone || || 0 || 1 ||
|-
| /NewFolder/TamakoroExLv2Galaxy || チャレンジボール || Challenge ball || || || 0 || 1 ||
|-
| /NewFolder/TamakoroExLv2Galaxy/0 || タマコロExLv2ギャラクシー || Tamakoro ExLv2 Galaxy || TamakoroExLv2Galaxy || || 0 || 1 ||
|-
| /NewFolder/TamakoroExLv2Galaxy/NewFolder || 各ゾーン || Each zone || || || 0 || 1 ||
|-
| /NewFolder/TamakoroExLv2Galaxy/NewFolder/0 || タマコロEx(B)ゾーン || Tamakoro Ex (B) Zone || TamakoroExBZone || || 0 || 1 ||
|-
| /NewFolder/NewFolder11 || トライアルバブル || Trial bubble || || || 0 || 1 ||
|-
| /NewFolder/NewFolder11/0 || キューブあわExLv1ギャラクシー || Cube Bubble ExLv1 Galaxy || CubeBubbleExLv1Galaxy || || 0 || 1 ||
|-
| /NewFolder/NewFolder11/NewFolder || 各ゾーン || Each zone || || || 0 || 1 ||
|-
| /NewFolder/NewFolder11/NewFolder/0 || あわEX(A) || Bubble EX (A) || CubeBubbleExAZone || || 0 || 1 ||
|-
| /NewFolder/NewFolder11/NewFolder/0 || あわEX(D) || Bubble EX (D) || CubeBubbleExDZone || || 0 || 1 ||
|-
| /NewFolder/NewFolder12 || チャレンジバブル || Challenge bubble || || || 0 || 1 ||
|-
| /NewFolder/NewFolder12/0 || キューブあわExLv2ギャラクシー || Cube Bubble ExLv2 Galaxy || CubeBubbleExLv2Galaxy || || 0 || 1 ||
|-
| /NewFolder/NewFolder12/NewFolder || 各ゾーン || Each zone || || || 0 || 1 ||
|-
| /NewFolder/NewFolder12/NewFolder/0 || あわEx(B)ゾーン || Bubble Ex (B) zone || CubeBubbleExBZone || || 0 || 1 ||
|-
| /NewFolder/NewFolder12/NewFolder/0 || あわEx(C)ゾーン || Bubble Ex (C) Zone || CubeBubbleExCZone || || 0 || 1 ||
|-
| /NewFolder/NewFolder13 || 過去のギャラクシー || Past Galaxy || || || 0 || 1 ||
|-
| /NewFolder/NewFolder13/0 || 旧溶岩ギャラクシー || Old lava galaxy || LavaGalaxy || || 0 || 1 ||
|-
| /NewFolder/NewFolder13/0 || 旧天文台外側 || Outside of the Observatory || AstroGalaxyOld || || 0 || 1 ||
|-
| /NewFolder/NewFolder13/0 || E3ギャラクシー || E3 galaxy || GalaxyStage || || 0 || 1 ||
|-
| /PLA || プランナー試作 || Planner prototype || || || 10 || 1 ||
|-
| /PLA/KZM || 小泉 || Koizumi || || || 15 || 1 || [[Yoshiaki Koizumi]]
|-
| /PLA/KZM/0 || テレサレース実験 || Teresa race experiment || TeresaMario2DTMPGalaxy || || 0 || 1 ||
|-
| /PLA/KZM/0 || 旧ヘブンリービーチ || Old Heavenly Beach || WaterHomeZone || || 0 || 1 ||
|-
| /PLA/KZM/0 || 旧オーシャンリング || Old ocean ring || OceanRingOldZone || || 0 || 1 ||
|-
| /PLA/KZM/0 || 旧フローターランド || Former floater land || KozWaterMapAZone || || 0 || 1 ||
|-
| /PLA/KZM/0 || 旧海底火山惑星 || Former seabed volcano planet || SeaVolcanoZone || || 0 || 1 ||
|-
| /PLA/KZM/0 || 旧幽霊船の洞窟 || Former ghost ship cave || KozWaterMapBZone || || 0 || 1 ||
|-
| /PLA/KZM/0 || 旧鉄砲水惑星 || Former gunfire planet || BallBallZone || || 0 || 1 ||
|-
| /PLA/KZM/0 || 旧海洋惑星実験C || Former Marine Planetary Experiment C || KozWaterMapCZone || || 0 || 1 ||
|-
| /PLA/KZM/0 || 旧海底火山惑星 || Former seabed volcano planet || SeaVolcanoZone || || 0 || 1 ||
|-
| /PLA/KZM/0 || 小泉テスト(塔実験) || Koizumi test (tower experiment) || KoizumiTest || || 0 || 1 ||
|-
| /PLA/KZM/0 || 小泉テスト2(プレイヤー調整用) || Koizumi Test 2 (for player adjustment) || KoizumiTest2 || || 0 || 1 ||
|-
| /PLA/KZM/0 || 小泉テスト3(クモ実験) || Koizumi Test 3 (Spider experiment) || KoizumiTest3 || || 0 || 1 ||
|-
| /PLA/KZM/0 || 小泉テスト4(湖) || Koizumi Test 4 (Lake) || KoizumiTest4 || || 0 || 1 ||
|-
| /PLA/KZM/0 || 小泉テスト5(タマコロステーション) || Koizumi Test 5 (Tamakoro Station) || KoizumiTest5 || || 0 || 1 ||
|-
| /PLA/KZM/0 || 小泉テスト6(たんぽぽが丘実験) || Koizumi Test 6 (Dandelion Hill Experiment) || KoizumiTest6 || || 0 || 1 ||
|-
| /PLA/KZM/0 || BattleMap || BattleMap || BattleMap || || 0 || 1 ||
|-
| /PLA/KZM/0 || BattleMap2 || BattleMap2 || BattleMap2 || || 0 || 1 ||
|-
| /PLA/HYD || 林田 || Hayashida || || || 5 || 1 || [[Koichi Hayashida]]
|-
| /PLA/HYD/PhantomGalaxy || ファントムギャラクシー || Phantom Galaxy || || || 0 || 1 ||
|-
| /PLA/HYD/PhantomGalaxy/0 || ファントムギャラクシー || Phantom Galaxy || PhantomGalaxy || || 0 || 1 ||
|-
| /PLA/HYD/PhantomGalaxy/0 || Gキャプチャーチュートリアルゾーン || G Capture Tutorial Zone || GCaptureTutorialZone || || 0 || 1 ||
|-
| /PLA/HYD/PhantomGalaxy/0 || 旧ファントムギャラクシー || Former Phantom Galaxy || PhantomGalaxyOld || || 0 || 1 ||
|-
| /PLA/HYD/NewFolder3 || フォレストギャラクシー || Forest Galaxy || || || 0 || 1 ||
|-
| /PLA/HYD/NewFolder3/0 || フォレストギャラクシー || Forest Galaxy || ForestGalaxy || || 0 || 1 ||
|-
| /PLA/HYD/NewFolder3/0 || フォレストホームゾーン || Forest home zone || ForestHomeZone || || 0 || 1 ||
|-
| /PLA/HYD/NewFolder3/0 || エリンギプラネットゾーン || Eringi plastic need zone || EringiPlanetZone || || 0 || 1 ||
|-
| /PLA/HYD/NewFolder3/0 || 花咲く惑星イメージ || Flowering planet image || FlowerPlanetZone || || 0 || 1 ||
|-
| /PLA/HYD/Desert || 砂漠ギャラクシー || Desert Galaxy || || || 0 || 1 ||
|-
| /PLA/HYD/Desert/0 || 砂漠ギャラクシー || Desert Galaxy || DesertGalaxy || || 0 || 1 ||
|-
| /PLA/HYD/Desert/NewFolder || テスト || test || || || 0 || 1 ||
|-
| /PLA/HYD/Desert/NewFolder/0 || 砂漠ホームテスト1 || Desert Home Test 1 || DesertHomeTest || || 0 || 1 ||
|-
| /PLA/HYD/Desert/NewFolder/0 || 砂漠ホームテスト2 || Desert Home Test 2 || DesertHomeTest2 || || 0 || 1 ||
|-
| /PLA/HYD/Desert/NewFolder/0 || 砂漠ホームテスト3 || Desert Home Test 3 || DesertHome3Test || || 0 || 1 ||
|-
| /PLA/HYD/NewFolder2 || アイスギャラクシー || Ice galaxy || || || 0 || 1 ||
|-
| /PLA/HYD/NewFolder2/0 || アイスギャラクシー || Ice galaxy || IceGalaxy || || 0 || 1 ||
|-
| /PLA/HYD/NewFolder2/NewFolder || ゾーン || zone || || || 0 || 1 ||
|-
| /PLA/HYD/NewFolder2/NewFolder/0 || アイスネタテスト || Ice story test || IceHomeTestZone || || 0 || 1 ||
|-
| /PLA/HYD/NewFolder2/NewFolder/0 || ファイアマリオネタテスト || Fire Mario Neta Test || IceHomeTest2Zone || || 0 || 1 ||
|-
| /PLA/HYD/NewFolder2/NewFolder/0 || 三角プレートゾーン || Triangle plate zone || FallTriangleZone || || 0 || 1 ||
|-
| /PLA/HYD/NewFolder2/NewFolder/0 || 流氷ゾーン || Drift ice zone || DriftIceZone || || 0 || 1 ||
|-
| /PLA/HYD/NewFolder2/NewFolder/0 || 氷土管迷路ゾーン || Ice clay maze zone || IceMazeWithPipeZone || || 0 || 1 ||
|-
| /PLA/HYD/FCT || ファクトリーギャラクシー || Factory Galaxy || || || 5 || 1 ||
|-
| /PLA/HYD/FCT/0 || ファクトリーギャラクシー || Factory Galaxy || FactoryGalaxy || || 0 || 1 ||
|-
| /PLA/HYD/FCT/FCT || ゾーン || zone || || || 0 || 1 ||
|-
| /PLA/HYD/FCT/FCT/0 || スペースステーションゾーン || Space station zone || SpaceStationZone || || 0 || 1 ||
|-
| /PLA/HYD/FCT/FCT/0 || 壁重力ゾーン || Wall gravity zone || WallGravityZone || || 0 || 1 ||
|-
| /PLA/HYD/FCT/FCT/0 || メカキノコゾーン || Mecha mushroom zone || MechaKinokoZone || || 0 || 1 ||
|-
| /PLA/HYD/FCT/FCT/0 || ドンケツゾーン || Donketsu Zone || DonketuZone || || 0 || 1 ||
|-
| /PLA/HYD/FCT/FCT/0 || クルーズDPDゾーン || Cruise DPD zone || CruiseDPDZone || || 0 || 1 ||
|-
| /PLA/HYD/FCT/FCT/0 || クッキー工場ゾーン || Cookie factory zone || CookieFactoryZone || || 0 || 1 ||
|-
| /PLA/HYD/FCT/FCT/0 || ファクトリー内部ゾーン || Factory internal zone || FactoryInsideZone || || 0 || 1 ||
|-
| /PLA/HYD/FCT/0 || 玉コロドンケツファクトリー1面 || Tama Kolodonketsu Factory 1 side || FactoryStar || A || 0 || 1 ||
|-
| /PLA/HYD/FCT/0 || 玉コロドンケツファクトリー2面以降 || Tama Kolodonketsu Factory 2 and later || FactoryStar || B || 0 || 1 ||
|-
| /PLA/HYD/BSG || バトルシップギャラクシー || Battle Ship Galaxy || || || 5 || 1 ||
|-
| /PLA/HYD/BSG/0 || ★バトルシップギャラクシー || ★ Battle Ship galaxy || BattleShipGalaxy || || 0 || 1 ||
|-
| /PLA/HYD/BSG/0 || 移動用砲台チュートリアルゾーン || Mobile turret tutorial zone || CanonTutorialZone || || 0 || 1 ||
|-
| /PLA/HYD/BSG/0 || 穴ぼこキラー惑星ゾーン || Hole Bakko Killer Planetary Zone || HoleAndKillerPlanetZone || || 0 || 1 ||
|-
| /PLA/HYD/BSG/0 || トライポッドボス惑星ゾーン || Tripod boss planet zone || TripodBossPlanetZone || || 0 || 1 ||
|-
| /PLA/HYD/BSG/0 || レーザー&ボムシップゾーン || Laser & Bomb Ship Zone || LaserAndBombShipZone || || 0 || 1 ||
|-
| /PLA/HYD/BSG/0 || ミニクリボー惑星ゾーン || Mini Kiribo Planet Zone || MiniKuriZone || || 0 || 1 ||
|-
| /PLA/HYD/BSG/0 || ダブルUFOゾーン || Double UFO zone || DoubleUFOZone || || 0 || 1 ||
|-
| /PLA/HYD/BSG/0 || ナットシップゾーン || Nutship zone || NutShipZone || || 0 || 1 ||
|-
| /PLA/HYD/BSG/0 || チョロプーシップゾーン || Choropoo Ship Zone || ChoroShipZone || || 0 || 1 ||
|-
| /PLA/HYD/BSG/0 || 風船ダンベルゾーン || Balloon dumbbell zone || BalloonDumbbellZone || || 0 || 1 ||
|-
| /PLA/HYD/BSG/0 || ドラヤキゾーン || Drayer zone || DorayakiZone || || 0 || 1 ||
|-
| /PLA/HYD/BSG/0 || バトルシップ中ボスゾーン || Battleship during boss zone || BattleShipBossZone || || 0 || 1 ||
|-
| /PLA/HYD/Zone || 個別ゾーン || Individual zone || || || 0 || 1 ||
|-
| /PLA/HYD/Zone/0 || 蜂蜜うさぎ追いかけテスト || Honey rabbit chasing test || RabbitHoneyMoonTest || || 0 || 1 ||
|-
| /PLA/HYD/Zone/0 || 回転床オタキングテスト || Rotated floor otaking test || RotateFloorOtakingTest || || 0 || 1 ||
|-
| /PLA/HYD/Zone/0 || フローターオタキングテスト || Floater otaking test || FloaterOtakingTest || || 0 || 1 ||
|-
| /PLA/HYD/Zone/0 || キューブバブルチュートリアルゾーン || Cube bubble tutorial zone || CubeBubbleTutorialZone || || 0 || 1 ||
|-
| /PLA/HYD/Zone/0 || 雪タイルゾーン || Snow tile zone || SnowClearZone || || 0 || 1 ||
|-
| /PLA/HYD/Zone/0 || 泡EXサンプル || Foam EX sample || BubbleAcross || || 0 || 1 ||
|-
| /PLA/HYD/Zone/0 || フリップブロックゾーン || Flip block zone || FlipBlockZone || || 0 || 1 ||
|-
| /PLA/HYD/Zone/0 || 穴円筒ゾーン || Hole cylindrical zone || HoleCylinderZone || || 0 || 1 ||
|-
| /PLA/HYD/Zone/0 || 穴球ゾーン || Hole ball zone || HoleSphereZone || || 0 || 1 ||
|-
| /PLA/HYD/Zone/0 || ツインフォールゾーン || Twinfall Zone || TwinFallLakeZone || || 0 || 1 ||
|-
| /PLA/HYD/Zone/0 || ポイハナプラネットゾーン || Poihana Plastic Zone || PoihanaPlanetZone || || 0 || 1 ||
|-
| /PLA/HYD/Zone/0 || 上下さかさま塔ゾーン || Upper and lower Sakaasama Tower Zone || UpDownTowerZone || || 0 || 1 ||
|-
| /PLA/HYD/Zone/0 || NEW電撃ビリビリ惑星 || NEW Dengeki Billibiri Planet || BegomanHomePlanetZone || || 0 || 1 ||
|-
| /PLA/HYD/Zone/0 || 玉コロがけっぷち || Tamakoro Cliff || TestBallNarrowRoad || || 0 || 1 ||
|-
| /PLA/HYD/NewFolder || ドラヤキ提案 || Drayaki proposal || || || 0 || 1 ||
|-
| /PLA/HYD/NewFolder/0 || ドラヤキ表スター || Drayaki table star || DorayakiZone || || 0 || 1 ||
|-
| /PLA/HYD/NewFolder/0 || ドラヤキ裏スター || Drayaki back star || DorayakiToBottomZone || || 0 || 1 ||
|-
| /PLA/HYD/COC || ココツイン提案 || Koco -in proposal || || || 5 || 1 ||
|-
| /PLA/HYD/COC/0 || ココポイハナ || Coco Poihana || CocoPoihana || || 0 || 1 ||
|-
| /PLA/HYD/COC/0 || 重力変換ココツインゾーン || Gravity conversion Koco -in zone || CocoGChange || || 0 || 1 ||
|-
| /PLA/HYD/PNT || ピーナッツ提案 || Peanut proposal || || || 5 || 1 ||
|-
| /PLA/HYD/PNT/0 || ピーナッツウニゾー提案 || Peanut Unizo proposal || PeanutUnizo || || 0 || 1 ||
|-
| /PLA/HYD/PNT/0 || ピーナッツプロミネンス提案 || Peanut prominence proposal || PeanutSun || || 0 || 1 ||
|-
| /PLA/HYD/PNT/0 || ピーナッツベーゴマン提案 || Peanut Begoman proposal || PeanutBegoman || || 0 || 1 ||
|-
| /PLA/HYD/CLP || クリップ効果 || Clip effect || || || 5 || 1 ||
|-
| /PLA/HYD/CLP/0 || クリップフロアテスト || Clip floor test || ClipFloorTest || || 0 || 1 ||
|-
| /PLA/HYD/CLP/0 || クリップフロアテスト2 || Clip floor test 2 || SpotLightFloorTest || || 0 || 1 ||
|-
| /PLA/HYD/CLP/0 || テレサの暗闇部屋 || Teresa's dark room || SpotLight3DFloorTest || || 0 || 1 ||
|-
| /PLA/HYD/TPD || 三脚ボス || Tripod boss || || || 5 || 1 ||
|-
| /PLA/HYD/TPD/0 || 三脚ボスE3砲台下6→13キノピオ || Review Boss E3 Broadcast 6 → 13 Kinopio || TriPodBossE3_L6to10VerKinopio || || 0 || 1 ||
|-
| /PLA/HYD/TPD/0 || 三脚ボスE3砲台下6→13 || Rules Boss E3 Broadcast 6 → 13 || TriPodBossE3_L6to10Ver || || 0 || 1 ||
|-
| /PLA/HYD/TPD/0 || 三脚ボスE3砲台下6→14 || Rules Boss E3 below 6 → 14 || TriPodBossE3_L6to12Ver || || 0 || 1 ||
|-
| /PLA/HYD/TPD/0 || 三脚ボスE3砲台上6→8 || Rulvin Boss E3 Gansetto 6 → 8 || TriPodBossE3_U6to8Ver || || 0 || 1 ||
|-
| /PLA/HYD/TPD/0 || 三脚ボスE3砲台6 || Rules boss E3 turret 6 || TriPodBossE3Ver || || 0 || 1 ||
|-
| /PLA/HYD/TPD/0 || 三脚ボスE3砲台8 || Tripod boss E3 turret 8 || TriPodBossE3Lv2Ver || || 0 || 1 ||
|-
| /PLA/HYD/TPD/0 || 三脚ボスE3砲台12 || Rules boss E3 turret 12 || TriPodBossE3Lv3Ver || || 0 || 1 ||
|-
| /PLA/HYD/TPD/0 || 三脚ボスE3砲台下 || Breath boss E3 shell || TriPodBossE3LowVer || || 0 || 1 ||
|-
| /PLA/HYD/TPD/0 || 三脚ボステスト4月2nd || Tripod Bostest April 2nd || TriPodBossTestFourth || || 0 || 1 || A time, wow! While no year is specified, it is likely 2006. The developers seemed most interested in Megaleg during 2006; he is featured in demos and trailers shown in 2006, but none shown in 2007.
"April 2nd" possibly refers to the second such test of April, rather than a test that occurred on April 2.
|-
| /PLA/HYD/TPD/0 || 三脚ボステスト4月 || Boast Bostst April || TriPodBossTestThird || || 0 || 1 || Ditto.
|-
| /PLA/HYD/TPD/0 || 三脚ボステスト3月 || Rules Bostst March || TriPodBossTestHayashida2 || || 0 || 1 || Ditto.
|-
| /PLA/HYD/TPD/0 || 三脚ボステスト2月 || Tripod Bostest February || TriPodBossTestHayashida || || 0 || 1 || Ditto.
|-
| /PLA/HYD/MRC || メルカトル || Mercattle || || || 5 || 1 ||
|-
| /PLA/HYD/MRC/0 || 電撃びりびり迷路ボムヘイ || Dengeki Bomhei Bombhei || MercatorElecRailMazeBomb || || 0 || 1 ||
|-
| /PLA/HYD/MRC/0 || 電撃びりびり迷路ビリキュー || Dengeki Birthy Maze Birikyu || MercatorElecRailMaze || || 0 || 1 ||
|-
| /PLA/HYD/MRC/0 || 電撃びりびり迷路(地形バージョン) || Dengeki Birri Maze (terrain version) || MercatorElecRailMazeStatic || || 0 || 1 ||
|-
| /PLA/HYD/MRC/0 || 中氷迷路 || Middle ice maze || MercatorMiddleMaze || || 0 || 1 ||
|-
| /PLA/HYD/MRC/0 || 小氷迷路 || Small ice cage || MercatorSmallMaze || || 0 || 1 ||
|-
| /PLA/HYD/MRC/0 || ビリキュー回廊 || Virikyu corridor || MercatorPathPlanet || || 0 || 1 ||
|-
| /PLA/HYD/MRC/0 || ビリキュー回廊縦 || Villy queue corridor vertical || MercatorPathPlanetV || || 0 || 1 ||
|-
| /PLA/HYD/MRC/0 || メルカトル法テスト || Mercator Law Test || MercatorTest || || 0 || 1 ||
|-
| /PLA/HYD/NewFolder4 || テスト || test || || || 0 || 1 ||
|-
| /PLA/HYD/NewFolder4/0 || テスト || test || HayashidaTest || || 0 || 1 ||
|-
| /PLA/HYD/NewFolder4/0 || TestBall || TestBall || TestBall || || 0 || 1 ||
|-
| /PLA/HYD/NewFolder4/0 || TestBallHard || TestBallHard || TestBallHard || || 0 || 1 ||
|-
| /PLA/HYD/NewFolder4/0 || CubeMaze || CubeMaze || CubeMaze || || 0 || 1 ||
|-
| /PLA/HYD/NewFolder4/0 || 太陽系イメージ || Image of solar system || SolarSystemTest || || 0 || 1 ||
|-
| /PLA/HYD/NewFolder4/0 || 旧ワキミズ惑星ゾーン || Former Around Planetary Zone || SpringWaterPlanetZone1003 || || 0 || 1 ||
|-
| /PLA/HYD/NewFolder4/0 || 大泡移動ゾーン || Large foam movement zone || BubbleAcross || || 0 || 1 ||
|-
| /PLA/HYD/NewFolder4/0 || 巨大マップパーツテスト || Giant map parts test || Sandwich || || 0 || 1 ||
|-
| /PLA/HYD/NewFolder4/0 || 玉コロビッグスノー || Tamakoro Big Snow || IronBallSliderTest || || 0 || 1 ||
|-
| /PLA/HYD/NewFolder4/0 || ムッサーネタテスト || Musa Neta Test || WindValleyImage || || 0 || 1 ||
|-
| /PLA/HYD/NewFolder4/0 || スペースコロニーEX || Space Colony EX || SpaceColony || || 0 || 1 ||
|-
| /PLA/TJM || 辻村 || Tsujimura || || || 5 || 1 || [[Daisuke Tsujimura]]
|-
| /PLA/TJM/OCN || オーシャン || Ocean || || || 6 || 1 ||
|-
| /PLA/TJM/OCN/0 || ココツイン || Koco -in || CoCoTwinZone || || 0 || 1 ||
|-
| /PLA/TJM/OCN/0 || タコツボ || Octopus bumps || OctopusTrapZone || || 0 || 1 ||
|-
| /PLA/TJM/OCN/0 || フローターランドA || Floater land A || FloaterLandZone || A || 0 || 1 ||
|-
| /PLA/TJM/OCN/0 || フローターランドB || Floater land B || FloaterLandZone || B || 0 || 1 ||
|-
| /PLA/TJM/OCN/0 || フローターランドC || Floater land C || FloaterLandZone || C || 0 || 1 ||
|-
| /PLA/TJM/OCN/0 || フローターランドD || Floater land D || FloaterLandZone || D || 0 || 1 ||
|-
| /PLA/TJM/OCN/0 || 亀あてレクチャーゾーン || Turtle Lecture Zone || OceanTurtleLectureZone || || 0 || 1 ||
|-
| /PLA/TJM/LVA || 溶岩 || lava || || || 2 || 1 ||
|-
| /PLA/TJM/LVA/0 || 溶岩半球惑星 || Lava hemispherical planet || LavaPoolBZone || || 0 || 1 ||
|-
| /PLA/TJM/LVA/0 || 溶岩回転惑星 || Lava rotation planet || LavaPoolAZone || || 0 || 1 ||
|-
| /PLA/TJM/OCT || 実験 || experiment || || || 6 || 1 ||
|-
| /PLA/TJM/OCT/0 || 三脚Lv2 || Syujin Lv2 || TriPodBossLavaTest00Zone || || 0 || 1 ||
|-
| /PLA/TJM/OCT/0 || ファクトリー内側 || Inside the factory || FactoryInside || || 0 || 1 ||
|-
| /PLA/TJM/OCT/0 || おおあわ実験ゾーン || Ohwa experimental zone || BigBubbleTestZone || || 0 || 1 ||
|-
| /PLA/TJM/OCT/0 || 海洋回転惑星 || Ocean rotation planet || OceanRotatePlanetZone || || 0 || 1 ||
|-
| /PLA/SHI || 白井 || Shirai || || || 15 || 1 || [[Futoshi Shirai]]
|-
| /PLA/SHI/0 || ベルコンEX || Belcon EX || BeltConveyerExZone || || 0 || 1 ||
|-
| /PLA/SHI/0 || ファントムギャラクシー || Phantom Galaxy || PhantomGalaxy || || 0 || 1 ||
|-
| /PLA/SHI/0 || 重力回転バイキング || Gravity rotation buffet || CommonBlocks || || 0 || 1 ||
|-
| /PLA/SHI/0 || 音符実験 || Museum experiment || BattleMap2 || || 0 || 1 ||
|-
| /PLA/SHI/0 || うさぎ迷路キューブ || Rabbit maze cube || IceCubeStage || || 0 || 1 ||
|-
| /PLA/SHI/0 || エリンギ遺跡改 || Eringi land remains || EringiTornado || || 0 || 1 ||
|-
| /PLA/SHI/0 || エリンギEX(土星) || Eringi EX (Saturn) || SaturnEx || || 0 || 1 ||
|-
| /PLA/SHI/0 || トイステーション || Toy station || TrainPlanet || || 0 || 1 ||
|-
| /PLA/SHI/0 || スピンドライバー祭り || Spin River Festival || SpinDriverFestival || || 0 || 1 ||
|-
| /PLA/SHI/0 || 100匹クリボー || 100 animals || SlopeTest || || 0 || 1 ||
|-
| /PLA/SHI/0 || クリボーミニ惑星 || Criboe Mini Planet || MiniKuriStage || || 0 || 1 ||
|-
| /PLA/SHI/0 || J型キラー惑星 || J -type killer planet || JKillerStage || || 0 || 1 ||
|-
| /PLA/SHI/0 || ヨッシー惑星EX || Yoshi Planet EX || MercatorEx || || 0 || 1 ||
|-
| /PLA/SHI/0 || 惑星渡り継ぎネタ || Planet over || PlanetCollection || || 0 || 1 ||
|-
| /PLA/SHI/0 || 惑星無限回廊 || Planet an infinite corridor || InfinityLoopPlanet || || 0 || 1 ||
|-
| /PLA/SHI/0 || 惑星壁ジャンプ実験場 || Planetary wall jumping experimental site || WallJumpTest || || 0 || 1 ||
|-
| /PLA/SHI/0 || 汎用マップパーツ || General -purpose map parts || CommonMapParts || || 0 || 1 ||
|-
| /PLA/SHI/0 || エリンギ遺跡 || Eryngii ruins || Eringi || || 0 || 1 ||
|-
| /PLA/SHI/0 || エリンギ遺跡(0209) || Eringi Real Real (0209) || EringiKeep || || 0 || 1 ||
|-
| /PLA/SHI/0 || エリンギ遺跡(0120) || Eringi Land Reals (0120) || EringiBack || || 0 || 1 ||
|-
| /PLA/SHI/0 || 脳トレEX || Brain training EX || NoEx || || 0 || 1 ||
|-
| /PLA/SHI/0 || ヨッシーDPD || Yoshi DPD || YoshiDpdNew || || 0 || 1 ||
|-
| /PLA/SHI/0 || ジャングルクルーズDPD || Jungle Cruise DPD || AmidaExNew || || 0 || 1 ||
|-
| /PLA/SHI/0 || 和風EX || Japanese style EX || KomaEX || || 0 || 1 ||
|-
| /PLA/SHI/0 || アナボコEX || Anaboko EX || SampleEX || || 0 || 1 ||
|-
| /PLA/SHI/0 || シーソーEX || Seiso EX || SeesawEx || || 0 || 1 ||
|-
| /PLA/SHI/0 || コインホップEX || Coin hop EX || CoinEx || || 0 || 1 ||
|-
| /PLA/SHI/0 || スターEX || Star EX || StarEx || || 0 || 1 ||
|-
| /PLA/SHI/0 || ディグダグキューブEX || Diga dug cube EX || BrokenStar || || 0 || 1 ||
|-
| /PLA/SHI/0 || トレインステーション || Train station || Bridge || || 0 || 1 ||
|-
| /PLA/SHI/0 || バッタンドミノ || Grasshopper || Domino || || 0 || 1 ||
|-
| /PLA/SHI/0 || スペースバイキング || Space buffet || SpaceShip || || 0 || 1 ||
|-
| /PLA/SHI/0 || 島惑星ドルピック || Island Planet Dolpic || dolphin || || 0 || 1 ||
|-
| /PLA/SHI/0 || くるくるEX || Kurukurukuru EX || MapParts || || 0 || 1 ||
|-
| /PLA/SHI/0 || 太陽EX || Sun EX || Saturn || || 0 || 1 ||
|-
| /PLA/SHI/0 || 汎用マップパーツ || General -purpose map parts || CommonMapParts || || 0 || 1 ||
|-
| /PLA/SHI/0 || 汎用積木マップパーツ || General -purpose bracket map parts || CommonBlocks || || 0 || 1 ||
|-
| /PLA/SHI/0 || スペースパーク || Space park || Dokan || || 0 || 1 ||
|-
| /PLA/SHI/0 || レボコン || Revocon || Revocon || || 0 || 1 ||
|-
| /PLA/KBT || 川端 || Kawabata || || || 8 || 1 || [[Toshihiro Kawabata]]
|-
| /PLA/KBT/TMP || 作業用 || For work || || || 8 || 1 ||
|-
| /PLA/KBT/TMP/0 || TempMapA || TempMapA || TempMapA || || 0 || 1 ||
|-
| /PLA/KBT/TMP/0 || TempMapB || TempMapB || TempMapB || || 0 || 1 ||
|-
| /PLA/KBT/TMP/0 || TempMapC || TempMapC || TempMapC || || 0 || 1 ||
|-
| /PLA/KBT/TMP/0 || TempMapD || TempMapD || TempMapD || || 0 || 1 ||
|-
| /PLA/KBT/TMP/0 || TempMapE || TempMapE || TempMapE || || 0 || 1 ||
|-
| /PLA/KBT/TMP/0 || JmapTest || JmapTest || JmapTest || || 0 || 1 ||
|-
| /PLA/KBT/TMP/0 || ConfigTestStage || ConfigTestStage || ConfigTestStage || || 0 || 1 ||
|-
| /PLA/KBT/TMP/0 || T7fTestStage || T7fTestStage || T7fTestStage || || 0 || 1 ||
|-
| /PLA/KBT/0 || オニマス惑星ゾーン || Onimus planet zone || OnimasuZone || || 0 || 1 ||
|-
| /PLA/KBT/0 || ゴルフ惑星A || Golf Planet A || GolfPlanet || A || 0 || 1 ||
|-
| /PLA/KBT/0 || ゴルフ惑星B || Golf Planet B || GolfPlanet || B || 0 || 1 ||
|-
| /PLA/KBT/0 || ゴルフ惑星C || Golf Planet C || GolfPlanet || C || 0 || 1 ||
|-
| /PLA/KBT/0 || どうぶつのマップ || Animal map || DrumMap || || 0 || 1 ||
|-
| /PLA/KBT/0 || キューブステージ || Cube stage || CubeCubeCube || || 0 || 1 ||
|-
| /PLA/KBT/0 || E3用EXステージ || EX stage for E3 || E3Ex || || 0 || 1 ||
|-
| /PLA/KBT/0 || StarManFort2 || StarManFort2 || StarManFort2 || || 0 || 1 ||
|-
| /PLA/KBT/0 || StarManMap || StarManMap || StarManMap || || 0 || 1 ||
|-
| /PLA/kkn || かきぬま || Kakinuma || || || 10 || 1 || [[Haruka Kakinuma]]
|-
| /PLA/kkn/NewFolder6 || クッパ戦Vs3ギャラクシー || Battle VS3 Galaxy || || || 0 || 1 ||
|-
| /PLA/kkn/NewFolder6/0 || クッパ戦Vs3本戦 || Battle VS3 Battle || KoopaBattleVs3BossZone || || 0 || 1 ||
|-
| /PLA/kkn/NewFolder6/0 || クッパ戦Vs3ギャラクシー || Battle VS3 Galaxy || KoopaBattleVs3Galaxy || || 0 || 1 ||
|-
| /PLA/kkn/NewFolder5 || ファントムギャラクシー || Phantom Galaxy || || || 5 || 1 ||
|-
| /PLA/kkn/NewFolder5/0 || クモの巣ゾーン(0220試作) || Spider nest zone (0220 prototype) || PhantomNest0220Zone || || 0 || 1 ||
|-
| /PLA/kkn/NewFolder5/0 || ぽよぽよ惑星ゾーン || Poyopoyo Planetary Zone || PoyoPoyoPlanetZone || || 0 || 1 ||
|-
| /PLA/kkn/NewFolder5/0 || ファントム星クズの星ゾーン || Phantom Star Kuzu's Star Zone || PhantomStarDustPlanetZone || || 0 || 1 ||
|-
| /PLA/kkn/NewFolder5/0 || ファントムクモの巣ゾーン || Phantom mud nest zone || PhantomNestZone || || 0 || 1 ||
|-
| /PLA/kkn/NewFolder5/0 || ファントム穴ぼこゾーン || Phantom holes Boko Zone || PhantomHoleZone || || 0 || 1 ||
|-
| /PLA/kkn/NewFolder5/0 || ファントム氷メイロ惑星ゾーン || Phantom ice Mayiro planet zone || PhantomIceMaze || || 0 || 1 ||
|-
| /PLA/kkn/NewFolder5/0 || ファントム宇宙墓場ゾーン || Phantom Space Graveyard Zone || PhantomSpaceGraveyard || || 0 || 1 ||
|-
| /PLA/kkn/NewFolder5/0 || ファントムトゥームスパイダーゾーン || Phantom Tomb Spider Zone || PhantomBossSpider || || 0 || 1 ||
|-
| /PLA/kkn/NewFolder5/0 || ファントム星のたまごゾーン || Phantom star egg zone || StarEggMapZone || || 0 || 1 ||
|-
| /PLA/kkn/NewFolder4 || 溶岩ギャラクシー || Lava galaxy || || || 5 || 1 ||
|-
| /PLA/kkn/NewFolder4/0 || 溶岩ホーム || Lava platform || LavaHome || || 0 || 1 ||
|-
| /PLA/kkn/NewFolder3 || テスト || test || || || 10 || 1 ||
|-
| /PLA/kkn/NewFolder3/NewFolder3 || キャノンフリートG関連 || Cannon Fleet G related || || || 0 || 1 ||
|-
| /PLA/kkn/NewFolder3/NewFolder3/0 || 2D重力回転ゾーン || 2D gravity rotation zone || CanonTurnOverZone || || 0 || 1 ||
|-
| /PLA/kkn/NewFolder3/NewFolder2 || ヘルプロミネンスG関連 || Hell Prominence G related || || || 0 || 1 ||
|-
| /PLA/kkn/NewFolder3/NewFolder2/0 || 新生平面EX || Shinsei plane EX || NewPlaneEX || || 0 || 1 ||
|-
| /PLA/kkn/NewFolder3/NewFolder || クッパ戦 || War || || || 0 || 1 ||
|-
| /PLA/kkn/NewFolder3/NewFolder/0 || クッパ戦vs1テスト || Battle VS1 Test || KoopaBattleVS1MapTest || || 0 || 1 ||
|-
| /PLA/kkn/NewFolder3/0 || スターラインテスト || Star Line test || StarLineTest || || 0 || 1 ||
|-
| /PLA/kkn/NewFolder3/0 || バースデーケーキステージ || Birthday cake stage || BirthdayCakeStage || || 0 || 1 ||
|-
| /PLA/kkn/NewFolder3/0 || KakiTestStage || KakiTestStage || KakiTestStage || || 0 || 1 ||
|-
| /PLA/kkn/NewFolder3/0 || ★花咲く惑星竹内さん用(もぐっちいます) || ★ For the flower blooming planet Takeuchi || FlowerPlanetTakeuchi || || 0 || 1 ||
|-
| /PLA/kkn/NewFolder3/0 || テレサマリオコースゾーンバグ検出用 || For Teresa Mario Course Zone Bug detection || TeresaMarioCourseZoneBag || || 0 || 1 ||
|-
| /PLA/kkn/NewFolder3/0 || 3つの木 || Three trees || ThreeTreePlanet || || 0 || 1 ||
|-
| /PLA/kkn/NewFolder3/0 || 浮島テストマップ || Ukishima test map || SpringWaterFloaterTest || || 0 || 1 ||
|-
| /PLA/kkn/NewFolder3/0 || メルカトルテストマップ || Mercattle test map || MercatorTestMap || || 0 || 1 ||
|-
| /PLA/kkn/NewFolder3/0 || ワキミズ惑星古い(林田さんに貰った古いver.) || Wakimizu planet old (old ver from Mr. Hayashida) || SpringWaterPlanetZoneOld || || 0 || 1 ||
|-
| /PLA/kkn/NewFolder3/0 || ワキミズ浮島惑星B(実験中) || Wakimizu Ukishima Planet B (during experiment) || SmallSpringWaterPlanetB || || 0 || 1 ||
|-
| /PLA/kkn/NewFolder3/0 || ワキミズ浮島惑星(実験中) || Wakimizu Ukishima Planet (during experiment) || SmallSpringWaterPlanet || || 0 || 1 ||
|-
| /PLA/kkn/NewFolder3/0 || 柿沼用溶岩ホーム || Lava platform for Kakinuma || LavaHomeKakinuma || || 0 || 1 ||
|-
| /PLA/kkn/NewFolder3/0 || 横部さん用溶岩ホーム || Lava platform for skiing || LavaHomeYokobe || || 0 || 1 ||
|-
| /PLA/kkn/NewFolder3/0 || ブロックテスト || Block test || BlockTestMap || || 0 || 1 ||
|-
| /PLA/kkn/NewFolder3/0 || くも床テスト || Kumo floor test || PhantomSpider || || 0 || 1 ||
|-
| /PLA/kkn/NewFolder3/0 || 古い星くずの星 || Older stars || StarDustPlanet || || 0 || 1 ||
|-
| /PLA/kkn/NewFolder3/0 || 星のたまごテストバグ || Star egg test bug || StarEggMapBag || || 0 || 1 ||
|-
| /PLA/kkn/NewFolder3/0 || 土管テスト || Clay pipe test || PipeTestMap || || 0 || 1 ||
|-
| /PLA/kkn/NewFolder3/0 || 音符オブジェ || Note object || NoteObjStageA || || 0 || 1 ||
|-
| /PLA/kkn/NewFolder3/0 || オタロック:溶岩ホーム火山内部 || Otarock: Inside the Lava Home Volcano || OtaRockStage || || 0 || 1 ||
|-
| /PLA/kkn/NewFolder3/0 || 新べーゴマン連星 || New Begoman Ren || BegomanIslandB || || 0 || 1 ||
|-
| /PLA/kkn/NewFolder3/0 || 電撃ビリビリ惑星 || Dengeki Biribiri Planet || ElectricStage || || 0 || 1 ||
|-
| /PLA/kkn/NewFolder3/0 || テストステージE3 || Test stage E3 || KakinumaTest || || 0 || 1 ||
|-
| /PLA/kkn/NewFolder2 || ファントムケイブギャラクシー || Phantom Cave Galaxy || || || 5 || 1 ||
|-
| /PLA/kkn/NewFolder2/0 || テレサマリオコースゾーン || Teresa Mario Course Zone || TeresaMarioCourseZone || || 0 || 1 ||
|-
| /PLA/kkn/NewFolder2/0 || ポールウニゾー惑星 || Paul Unizo planet || PoleUnizoZone || || 0 || 1 ||
|-
| /PLA/kkn/NewFolder2/0 || J字水惑星 || J -shaped water planet || JWaterZone || || 0 || 1 ||
|-
| /PLA/kkn/NewFolder2/0 || ウサギと亀と月ゾーン || Rabbit, turtle and moon zone || RabbitMoonZone || || 0 || 7 ||
|-
| /PLA/kkn/NewFolder || フォレストギャラクシー || Forest Galaxy || || || 5 || 1 ||
|-
| /PLA/kkn/NewFolder/0 || 花咲く惑星ゾーン || Flowering planet zone || FlowerPlanetZone || || 0 || 1 ||
|-
| /PLA/ikkaku || 一角 || Ikkaku || || || 0 || 1 || [[Takayuki Ikkaku]]
|-
| /PLA/ikkaku/0 || あわEX(A) || Bubble EX (A) || CubeBubbleEXAZone || || 0 || 1 ||
|-
| /PLA/ikkaku/0 || あわEX(B) || Bubble EX (B) || CubeBubbleEXBZone || || 0 || 1 ||
|-
| /PLA/ikkaku/0 || あわEX(C) || Bubble EX (C) || CubeBubbleEXCZone || || 0 || 1 ||
|-
| /PLA/ikkaku/0 || あわEX(D) || Bubble EX (D) || CubeBubbleExDZone || || 0 || 1 ||
|-
| /PLA/ikkaku/0 || かつてのタイムアタックゾーン || Former time attack zone || OldTimeAttackZone || || 0 || 1 ||
|-
| /PLA/ikkaku/0 || まゆEX || Mayu EX || CocoonEXZone || || 0 || 1 ||
|-
| /PLA/ikkaku/0 || キャノン砲Gキャプチャゾーン || Canon gun G capture zone || CannonGCaptureZone || || 0 || 1 ||
|-
| /PLA/ikkaku/0 || タイムアタックゾーン・一角試作 || Time Attack Zone / Square Prototype || IkkakuTimeAttackZone || || 0 || 1 ||
|-
| /PLA/ikkaku/0 || アステロイドベルトゾーン || Asteroid belt zone || AsteroidBeltZone || || 0 || 1 ||
|-
| /PLA/ikkaku/0 || かべわたり(A)ゾーン || Kabawa (A) Zone || WallCrossAZone || || 0 || 1 ||
|-
| /PLA/ikkaku/0 || かべわたり(B)ゾーン || Kabawa (B) zone || WallCrossBZone || || 0 || 1 ||
|-
| /PLA/ikkaku/0 || 天文台外側負荷実験 || Observatory outside the outside load experiment || IkkakuAstroGalaxy || || 0 || 1 ||
|-
| /PLA/ikkaku/0 || キノピオの挑戦状 || Kinopio challenge letter || IkkakuTest || || 0 || 1 ||
|-
| /PLA/菅野 || 菅野 || Kanno || || || 0 || 1 || [[Ryutaro Kanno]]
|-
| /PLA/菅野/0 || ボルケーノプラネットテスト || Volcano Planet Test || VolcanoPlanetZone || || 0 || 1 ||
|-
| /PLA/菅野/0 || アイスマウンテンテスト || Iced Ice Mountain Test || IceMountainZone || || 0 || 1 ||
|-
| /PLA/菅野/0 || 暗闇2 || Darkness 2 || PhantomDarknessRoomZone || || 0 || 1 ||
|-
| /PLA/菅野/0 || 重力反転2D || Gravity reversal 2D || TestMapKannoA || || 0 || 1 ||
|-
| /DES || デザイナー試作 || Designer prototype || || || 10 || 1 ||
|-
| /DES/HashimotoTest || 橋本 || Hashimoto || || || 0 || 1 || [[Kazunori Hashimoto]]
|-
| /DES/HashimotoTest/0 || 橋本テストステージ1 || Hashimoto Test Stage 1 || HashimotoTest || || 0 || 1 ||
|-
| /DES/HashimotoTest/0 || 橋本テストステージ2 || Hashimoto Test Stage 2 || HashimotoTest2Map || || 0 || 1 ||
|-
| /DES/NewFolder2 || 竹村 || Takemura || || || 0 || 1 || [[Hiromu Takemura]]
|-
| /DES/NewFolder2/0 || 試作1(TakemuraTestA) || Prototype 1 (TakemuraTestA) || TakemuraTestA || || 0 || 1 ||
|-
| /DES/NewFolder2/0 || 試作2(TakemuraTestB) || Prototype 2 (TakemuraTestB) || TakemuraTestB || || 0 || 1 ||
|-
| /DES/SNM || 新元 || Shingen || || || 15 || 1 ||
|-
| /DES/SNM/0 || アイスマウンテン || Ice mountain || TestMapKannoB || A || 0 || 1 ||
|-
| /DES/SNM/CAM || 球状カメラテスト || Globic camera test || || || 15 || 1 ||
|-
| /DES/SNM/CAM/0 || 球状カメラテスト1 || Glossy camera test 1 || SphereCameraTest01a || || 0 || 1 ||
|-
| /DES/SNM/CAM/0 || 球状カメラテスト2 || Glossy camera test 2 || SphereCameraTest02b || || 0 || 1 ||
|-
| /DES/SNM/CAM/0 || 球状カメラテスト3 || Glossy camera test 3 || SphereCameraTest03c || || 0 || 1 ||
|-
| /DES/SNM/0 || 蟻の巣 || Ant's nest || AntNest || || 0 || 1 ||
|-
| /DES/SNM/0 || オーシャンリング実験 || Oceaning experiment || PlanetTwinPlane || || 0 || 1 ||
|-
| /DES/SNM/0 || プチプラネット火山 || Petit Planet Volcano || PuchiPlanetVolcano || || 0 || 1 ||
|-
| /DES/SNM/0 || 鳥と昆虫の惑星(散策地形) || Planets for birds and insects (stroll terrain) || GravityGlobe || || 0 || 1 ||
|-
| /DES/SNM/0 || アリンコ実験 || Arinko experiment || AntNestTest || || 0 || 1 ||
|-
| /DES/SNM/0 || 砂漠実験 || Desert experiment || DesertTest || || 0 || 1 ||
|-
| /DES/SNM/0 || 平面Ex || Plaid EX || PlaneEx || || 0 || 1 ||
|-
| /DES/SNM/0 || 鳥と昆虫の惑星(NEWバージョン) || Planet of birds and insects (NEW version) || FlightMap || || 0 || 1 ||
|-
| /DES/SNM/0 || クライマーズハイ || Climbers High || ClimbHigh || || 0 || 1 ||
|-
| /DES/SNM/0 || 宇宙の墓場(廃ロケット含む) || Space Graveyard (including abandoned rockets) || SpaceCemetery || || 0 || 1 ||
|-
| /DES/SNM/0 || 貝殻惑星(溶岩ギャラクシー) || Shell planet (lava galaxy) || ShellLava || || 0 || 1 ||
|-
| /DES/SNM/0 || 溶岩メテオ(溶岩ギャラクシー) || Lava Meteor (lava galaxy) || LavaMeteo || || 0 || 1 ||
|-
| /DES/SNM/0 || グリーンフォレスト || Green forest || GreenForest || || 0 || 1 ||
|-
| /DES/三脚 || 細野 || Hosono || || || 15 || 1 || [[Takeshi Hosono]]
|-
| /DES/三脚/NewFolder4 || 三脚サンプル || Tripod sample || || || 0 || 1 ||
|-
| /DES/三脚/NewFolder4/0 || 三脚サンプルA || Tripod sample A || TriPodBossZoneSampleA || A || 0 || 1 ||
|-
| /DES/三脚/NewFolder4/0 || 三脚サンプルB || Tripod sample B || TriPodBossZoneSampleB || A || 0 || 1 ||
|-
| /DES/三脚/New || スカルシャークボス || Skals Shak Boss || || || 0 || 1 ||
|-
| /DES/三脚/New/0 || スカルシャークボス(シンプル) || Skull Shak Boss (Simple) || SubmarineVolcanoPlanetZoneB || A || 0 || 1 ||
|-
| /DES/三脚/NewFolder3 || サンドゴーレム || Sand golem || || || 0 || 1 ||
|-
| /DES/三脚/NewFolder3/0 || サンドゴーレムピラミッド型 || Sand Golem Pyramid type || KoopaJrDriverGalaxy0528b || || 0 || 1 ||
|-
| /DES/三脚/NewFolder3/0 || サンドゴーレム逆さバージョン || Sand Golem Upside -down version || KoopaJrDriverGalaxy0527 || || 0 || 1 ||
|-
| /DES/三脚/NewFolder3/0 || サンドゴーレムシリンダー型 || Sandgolem cylinder type || KoopaJrDriverGalaxy0524 || || 0 || 1 ||
|-
| /DES/三脚/NewFolder2 || 検証用 || Verification || || || 0 || 1 ||
|-
| /DES/三脚/NewFolder2/0 || サンドゴーレムテスト || Sand Golem test || KoopaJrDriverGalaxy0524 || A || 0 || 1 ||
|-
| /DES/三脚/NewFolder2/0 || 球状ボーリング || Spherical bowling || HosonoBossTestF || || 0 || 1 ||
|-
| /DES/三脚/NewFolder2/0 || ワイヤー重力サンプル || Wire gravity sample || HosonoBossTestC || || 0 || 1 ||
|-
| /DES/三脚/NewFolder2/0 || アイスボーリング || Ice boring || HosonoBossTestD || || 0 || 1 ||
|-
| /DES/三脚/NewFolder2/0 || ハーフパイプスケート || Half pipe skating || HosonoBossTestE || || 0 || 1 ||
|-
| /DES/三脚/NewFolder2/0 || テスト || test || HosonoBossTestD || || 0 || 1 ||
|-
| /DES/三脚/NewFolder || フォレスト || Forest || || || 0 || 1 ||
|-
| /DES/三脚/NewFolder/0 || ハニークイーン惑星確認用 || Honey Queen For Confirmation || HoneyQueenZoneTmp || A || 0 || 1 ||
|-
| /DES/三脚/NewFolder/0 || フォレストボス惑星確認用 || Forest boss for confirmation || HoneyQueenBattleTest9 || A || 0 || 1 ||
|-
| /DES/三脚/NewFolder/NewFolder || 検証履歴 || Verification history || || || 0 || 1 ||
|-
| /DES/三脚/NewFolder/NewFolder/0 || ボスカメムシ最新 || Boskemugi latest || HoneyQueenBattleTest7 || || 0 || 1 ||
|-
| /DES/三脚/NewFolder/NewFolder/0 || プリミティブ検証 || Primitive verification || HoneyQueenBattleTest4 || || 0 || 1 ||
|-
| /DES/三脚/NewFolder/NewFolder/0 || ボスカメムシ戦(旧) || Battle Battle Battle (Old) || HoneyQueenBattleTest6 || || 0 || 1 ||
|-
| /DES/三脚/NewFolder/NewFolder/0 || ハニークイーン戦その3 || Honey Queen Battle Part 3 || HoneyQueenBattleTest3 || || 0 || 1 ||
|-
| /DES/三脚/NewFolder/NewFolder/HonetQueenBattle2 || ハニークイーン戦その2 || Honey Queen Battle Part 2 || || || 0 || 1 ||
|-
| /DES/三脚/NewFolder/NewFolder/HonetQueenBattle2/0 || LV2 || LV2 || HoneyQueenBattleTest2LV2 || || 0 || 1 ||
|-
| /DES/三脚/NewFolder/NewFolder/HonetQueenBattle2/0 || LV1 || LV1 || HoneyQueenBattleTest2LV1 || || 0 || 1 ||
|-
| /DES/三脚/NewFolder/NewFolder/0 || ハニークイーン戦その1 || Honey Queen Battle Part 1 || HoneyQueenBattleTest1 || || 0 || 1 ||
|-
| /DES/三脚/0 || 海底火山惑星リファイン || Seabed Volcano Planet Refein || TestMapG13 || || 0 || 1 ||
|-
| /DES/三脚/0 || 跳ね返りコードテスト || Bouncing code test || TestMapG12 || || 0 || 1 ||
|-
| /DES/三脚/0 || マップパーツサンプル地形 || Map parts sample terrain || TestMapG10 || || 0 || 1 ||
|-
| /DES/三脚/0 || オーシャンリングテスト || Ocean ring test || OceanRingHosonoZone || || 0 || 1 ||
|-
| /DES/三脚/0 || 海底火山惑星 || Seabed volcano planet || SubmarineVolcanoPlanetZone || || 0 || 1 ||
|-
| /DES/三脚/0 || メルカトルサンプル || Mercattle sample || TestMapG3 || || 0 || 1 ||
|-
| /DES/三脚/0 || LODテストステージ || LOD test stage || LODTestStage || || 0 || 1 ||
|-
| /DES/三脚/ONS || 温泉わくわく星 || Hot spring exciting star || || || 15 || 1 ||
|-
| /DES/三脚/ONS/0 || オタクイーン戦 || Otaku Eien Battle || HotSpringPlanet || A || 0 || 1 ||
|-
| /DES/三脚/ONS/0 || オタクロック戦 || Otaku rock battle || HotSpringPlanet || B || 0 || 1 ||
|-
| /DES/三脚/ONS/0 || オタキング戦 || Otaking battle || HotSpringPlanet || C || 0 || 1 ||
|-
| /DES/三脚/ONS/0 || 芋煮会パーティー || Potato party party || HotSpringPlanet || D || 0 || 1 ||
|-
| /DES/三脚/ONS/0 || 水流スライダー || Water flow slider || HotSpringPlanet || E || 0 || 1 ||
|-
| /DES/三脚/ONS/0 || 赤コインDPD || Red coin DPD || HotSpringPlanet || F || 0 || 1 ||
|-
| /DES/三脚/ONS/0 || 天空のシャイン || Shine in the sky || HotSpringPlanet || G || 0 || 1 ||
|-
| /DES/三脚/ONS/0 || チャレンジコース || Challenge course || HotSpringPlanet || H || 0 || 1 ||
|-
| /DES/三脚/ONS/0 || スライダーシナリオ1 || Slider scenario 1 || HotSpringPlanetSlider || A || 0 || 1 ||
|-
| /DES/三脚/ONS/0 || スライダーシナリオ2 || Slider scenario 2 || HotSpringPlanetSlider || B || 0 || 1 ||
|-
| /DES/三脚/ONK || 温泉わくわく星再編 || Hot spring exciting star reorganization || || || 15 || 1 ||
|-
| /DES/三脚/ONK/0 || ロープネタA || Rope Neta A || RopeTestStageA || || 0 || 1 ||
|-
| /DES/三脚/ONK/0 || ロープネタB || Rope Neta B || RopeTestStageB || || 0 || 1 ||
|-
| /DES/三脚/ONK/0 || 滑りロープA || Slipping rope A || SlidingRopeTestStageA || || 0 || 1 ||
|-
| /DES/三脚/ONK/0 || 滑りロープB || Slipping rope B || SlidingRopeTestStageB || || 0 || 1 ||
|-
| /DES/三脚/ONK/0 || タコボー || Octopus || TakoboTestStageA || || 0 || 1 ||
|-
| /DES/三脚/ONK/0 || ミニオタクロック || Mini ota clock || OtakuRockTestStage || || 0 || 1 ||
|-
| /DES/三脚/0 || 球面地形 || Spherical terrain || TestMapC || || 0 || 1 ||
|-
| /DES/三脚/0 || フォグテスト || Fog test || FogTestStage || || 0 || 1 ||
|-
| /DES/三脚/0 || コンボ実験場 || Combo experimental site || ComboStage || || 0 || 1 ||
|-
| /DES/三脚/0 || サル山温泉惑星 || Salan Onsen planet || TestMapA || || 0 || 1 ||
|-
| /DES/三脚/0 || キューブ || Cube || TestMapB || || 0 || 1 ||
|-
| /DES/三脚/0 || ウッドブロック || Wood block || WoodBlockTestStageA || || 0 || 1 ||
|-
| /DES/MZK || 松崎 || Matsuzaki || || || 15 || 1 || [[Yasuhiko Matsuzaki]]
|-
| /DES/MZK/0 || 城実験 || Castle experiment || Castle || || 0 || 1 ||
|-
| /DES/MZK/0 || ディスク惑星 || Disk planet || DiskMap1 || || 0 || 1 ||
|-
| /DES/MZK/0 || ディスクワールド || Disk world || PlanetAir || || 0 || 1 ||
|-
| /DES/MZK/0 || 宇宙ステーション実験 || Space station experiment || MatsuzakiTestMap || || 0 || 1 ||
|-
| /DES/MSI || 三島 || Mishima || || || 15 || 1 || [[Atsushi Mishima]]
|-
| /DES/MSI/0 || 背景SIMatライトON || Background SIMat Light on || TestMat || || 0 || 1 ||
|-
| /DES/MSI/0 || 背景SIMatライトOFF || Background SIMat Light OFF || TestMatNew || || 0 || 1 ||
|-
| /DES/MSI/0 || 背景ライトOFF || Background light OFF || TestMatLightOff || || 0 || 1 ||
|-
| /DES/MSI/0 || 背景ライトON || Background light ON || TestMatLightOnly || || 0 || 1 ||
|-
| /DES/MSI/0 || テストマップ || Test map || Mishima || || 0 || 1 ||
|-
| /DES/YGK || 山口(一美) || Yamaguchi (Kazumi) || || || 15 || 1 || [[Kazumi Yamaguchi]]
|-
| /DES/YGK/0 || HDRテスト || HDR test || HdrTestMap || || 0 || 1 ||
|-
| /DES/YGK/0 || フォグ影テスト || Fog shadow test || FogShadowTest || || 0 || 1 ||
|-
| /DES/YGK/0 || 落花星 || Peanut star || Peanut || || 0 || 1 ||
|-
| /DES/YGK/0 || どら焼き要塞 || Dorayaki fortress || DorayakiAndBlock || || 0 || 1 ||
|-
| /DES/YGK/0 || おでん惑星つみれ || Oden planet Tsukure || OdenTumire || || 0 || 1 ||
|-
| /DES/YGK/0 || おでん惑星じゃがいも || Oden planet potatoes || Potatos || || 0 || 1 ||
|-
| /DES/YGK/0 || 温泉わくわく星リファイン || Hot spring exciting star Riffine || HotSpringPlanetR || || 0 || 1 ||
|-
| /DES/YGK/0 || ョッシーダウンヒル || Yoshi downhill || YosshiDownHill || || 0 || 1 ||
|-
| /DES/YGK/0 || スノーパーク || Snow park || BigSnowMountainA || || 0 || 1 ||
|-
| /DES/YGK/0 || ョッシートラック || Yoshi track || YosshiTrack || || 0 || 1 ||
|-
| /DES/YGK/0 || ビッグトラック || Big track || BigTrack || || 0 || 1 ||
|-
| /DES/YGK/0 || 水の星 || Water star || MiniPlanetAqua || || 0 || 1 ||
|-
| /DES/YGK/0 || オーバーザ山 || Over The Mountain || OverTheMountain || || 0 || 1 ||
|-
| /DES/YGK/0 || 64スライダー || 64 slider || SnowAndPeachSlider || || 0 || 1 || A recreation of The Princess's Secret Slide from Super Mario 64? Also one of the maps listed in /ObjectData/BathtubPlanet.arc/bathtubplanet/jmap.ini.
|-
| /DES/YGK/0 || らせんスライダー || Spiral slider || TestSpiralMap || || 0 || 1 || Another one of the maps listed in /ObjectData/BathtubPlanet.arc/bathtubplanet/jmap.ini.
|-
| /DES/YKB || 横部 || Yokobe || || || 15 || 1 || [[Masaki Yokobe]]
|-
| /DES/YKB/0 || ムシクイ惑星 || Mushikui planet || WarmEatenPlanetTest || || 0 || 1 ||
|-
| /DES/YKB/0 || ムシクイ惑星ロングバージョン || Mushikui Planet Long Version || WarmEatenPlanetTestB || || 0 || 1 ||
|-
| /DES/YKB/0 || コロニー || Colony || ColonyLarge || || 0 || 1 ||
|-
| /DES/YKB/0 || コロニー2 || Colony 2 || ColonySmall || || 0 || 1 ||
|-
| /DES/YKB/0 || チューブ惑星 || Tube planet || TubePlanet || || 0 || 1 ||
|-
| /DES/YKB/0 || モルモットコロニー || Guinea pig colony || BevelErrorTest || || 0 || 1 ||
|-
| /DES/YKB/0 || 魔法の森 || Magical forest || MagicalForest || || 0 || 1 ||
|-
| /DES/YKB/0 || 魔法の森球状地形 || Magical Forestball -like terrain || MagicalForestSphere || || 0 || 1 ||
|-
| /DES/YKB/0 || 氷の立体迷路惑星 || Ice three -dimensional maze planet || LabyrinthPlanet || || 0 || 1 ||
|-
| /DES/YKB/0 || パックンプラネットテスト || Packon Planet Test || PukkunPlanet || || 0 || 1 ||
|-
| /DES/YKB/0 || 多重エリンギ惑星 || Multiple eryngii planet || PlanetStageTest || || 0 || 1 ||
|-
| /DES/YKB/0 || 緑ヶ丘惑星 || Midorigaoka planet || GreenHillPlanet || || 0 || 1 ||
|-
| /DES/YKB/0 || マキシマムテスト1 || Maximum Test 1 || MaximumMapTest || || 0 || 1 ||
|-
| /DES/YKB/0 || マキシマムテスト2 || Maximum Test 2 || MaximumMapTestNew || || 0 || 1 ||
|-
| /DES/YKB/0 || マキシマムテストLOD01 || Maximum test LOD01 || MaximumMapTestLodA || || 0 || 1 ||
|-
| /DES/YKB/0 || 海底火山惑星(ノーマルマップ) || Seabed volcano planet (normal map) || NormalMapTest || || 0 || 1 ||
|-
| /DES/MTO || 元倉 || Motokura || || || 15 || 1 || [[Kenta Motokura]]
|-
| /DES/MTO/0 || テストマップ1 || Test map 1 || MotokuraTestMap || || 0 || 1 ||
|-
| /DES/MTO/0 || テストマップ2 || Test map 2 || MotokuraTestMapNew || || 0 || 1 ||
|-
| /DES/NewFolder || 清水(卓) || Shimizu (Taku) || || || 0 || 1 || [[Takuro Shimizu]]
|-
| /DES/NewFolder/0 || TestA || TestA || ShimizuTakuroTestA || || 0 || 1 ||
|-
| /DES/NewFolder/0 || TestB || TestB || ShimizuTakuroTestB || || 0 || 1 ||
|-
| /PRG || プログラマー試作 || Programmer prototype || || || 10 || 1 ||
|-
| /PRG/OYG || 青柳 || Aoyagi || || || 15 || 1 || [[Norihiro Aoyagi]]
|-
| /PRG/OYG/0 || 2脚テスト || Two -legged test || TwoLegTest || || 0 || 1 || Related to the unused TwoLegWalker?
|-
| /PRG/OYG/Gravity || 重力関連 || Gravity -related || || || 0 || 1 ||
|-
| /PRG/OYG/Gravity/0 || グローバル重力テスト || Global gravity test || GlobalGravityTest || || 0 || 1 ||
|-
| /PRG/OYG/Gravity/0 || 重力追随テスト || Gravity pursuing test || GravityFollow || || 0 || 1 ||
|-
| /PRG/OYG/0 || Gキャプチャーテスト || G Capture test || GCaptureTest || || 0 || 1 ||
|-
| /PRG/OYG/0 || 新操作テストマップ || New operation test map || PointerTestMap || || 0 || 1 ||
|-
| /PRG/OYG/0 || エンベロープ環境投影マップ実験 || Enverope environmental projection map experiment || SkiningEnvMapOrViewMap || || 0 || 1 ||
|-
| /PRG/OYG/0 || ミラーテスト || Mirror test || MirrorTest || || 0 || 1 ||
|-
| /PRG/OYG/0 || テレサテスト || Teleser test || TeresaTest || || 0 || 1 ||
|-
| /PRG/OYG/0 || ポルタテスト || Port test || PoltaTest || || 0 || 1 ||
|-
| /PRG/OYG/0 || カメックテスト || Camec test || KameckTest || || 0 || 1 ||
|-
| /PRG/OYG/0 || 移動制限テスト || Transit restriction test || MoveLimitTest || || 0 || 1 ||
|-
| /PRG/AND || 安藤 || Ando || || || 15 || 1 || [[Katsuyasu Ando]]
|-
| /PRG/AND/0 || ステージ(ローカル) || Stage (local) || AndoStageObjZone || || 0 || 1 ||
|-
| /PRG/AND/0 || ステージ(グローバル) || Stage (global) || AndoStageObjMain || || 0 || 1 ||
|-
| /PRG/AND/0 || モジャ || Moja || AndoTestInlet || || 0 || 1 ||
|-
| /PRG/OTA || 大田 || Ota || || || 15 || 1 || [[Tatsuro Ota]]
|-
| /PRG/OTA/0 || 実験場 || Experimental site || MapTestOta || A || 0 || 1 ||
|-
| /PRG/OTA/0 || デモ実験場 || Demonstration site || DemoTestOta || A || 0 || 1 ||
|-
| /PRG/OTA/0 || エフェクト実験場 || Effect experimental site || EffectTestMap || A || 0 || 1 ||
|-
| /PRG/OTA/0 || マップパーツ置き場 || Map parts storage area || MapPartsTest || A || 0 || 1 ||
|-
| /PRG/KMR || 川村 || Kawamura || || || 15 || 1 || [[Masafumi Kawamura]]
|-
| /PRG/KMR/0 || 地形コードテスト || Topographic code test || SoundMapCodeTest || || 0 || 1 ||
|-
| /PRG/KMR/0 || 地形コードテストB || Topographic code test B || SoundMapCodeTestB || || 0 || 1 ||
|-
| /PRG/KMR/0 || 地形コードテストC || Topographic code test C || SoundMapCodeTestC || || 0 || 1 ||
|-
| /PRG/TZW || 武沢 || Takezawa || || || 15 || 1 || [[Yuya Takezawa]]
|-
| /PRG/TZW/0 || テストA || Test A || TakezawaTestA || || 0 || 1 ||
|-
| /PRG/TZW/0 || メッセージテスト || Message test || MessageTest || || 0 || 1 ||
|-
| /PRG/TZW/0 || リミックスBGMテスト || Remix BGM test || RemixBgmTest || || 0 || 1 ||
|-
| /PRG/TZW/0 || リミックスBGMテストB || Remix BGM Test B || RemixBgmTestB || || 0 || 1 ||
|-
| /PRG/TZW/0 || フォレストたけざわ || Forest Takazawa || ForestHomeTakezawa || || 0 || 1 ||
|-
| /PRG/SMZ || 清水 || Shimizu || || || 15 || 1 || [[Hideaki Shimizu]]
|-
| /PRG/SMZ/0 || 高速移動地形 || High -speed movement terrain || SpinDriverBossTest || || 0 || 1 ||
|-
| /PRG/SMZ/0 || NeoScaleMap || NeoScaleMap || NeoScaleMap || || 0 || 1 ||
|-
| /PRG/SMZ/0 || NeoCurveMap || NeoCurveMap || NeoCurveMap || || 0 || 1 ||
|-
| /PRG/SMZ/0 || SlopeTest || SlopeTest || SlopeTest || || 0 || 1 ||
|-
| /PRG/SMZ/0 || 旧テストマップ || Old test map || PlanetMap2 || || 0 || 1 ||
|-
| /PRG/HKW || 早川 || Hayakawa || || || 15 || 1 || [[Takeshi Hayakawa]]
|-
| /PRG/HKW/0 || ワールドマップテスト || World Map Test || WorldMapTest || || 0 || 1 ||
|-
| /PRG/HKW/0 || DPDボス実験 || DPD boss experiment || DpdBoss || || 0 || 1 ||
|-
| /PRG/HKW/0 || FooFighterMap || FooFighterMap || FooFighterMap || || 0 || 1 ||
|-
| /PRG/HKW/0 || FooFighterMap2 || FooFighterMap2 || FooFighterMap2 || || 0 || 1 ||
|-
| /PRG/HKW/0 || 重力実験場 || Gravity experimental site || Moon || || 0 || 1 ||
|-
| /PRG/HKW/0 || ライドセットアップステージ || Ride Setup Stage || RideSetUpStage || || 0 || 1 ||
|-
| /PRG/HKW/0 || 空中アクション実験ステージ || Aerial action experiment stage || AirActionTest || || 0 || 1 ||
|-
| /PRG/HKW/0 || 多量オブジェ実験ステージ || Large amount object experimental stage || ObjNumTestStage || || 0 || 1 ||
|-
| /PRG/MZD || 松田 || Matsuda || || || 15 || 1 || [[Hirokazu Matsuda]]
|-
| /PRG/MZD/0 || カットテスト1 || Cut test 1 || MazdaCutTest01 || || 0 || 1 ||
|-
| /PRG/MZD/0 || カットテスト2 || Cut test 2 || MazdaCutTest02 || || 0 || 1 ||
|-
| /PRG/MZD/0 || カットテスト空 || Cut test empty || MazdaCutTest03 || || 0 || 1 ||
|-
| /PRG/MZD/0 || 一括128個 || 128 lump sums || MazdaCutTest04 || || 0 || 1 ||
|-
| /PRG/MZD/0 || テストマップ1 || Test map 1 || MazdaTest01 || || 0 || 1 ||
|-
| /PRG/MZD/0 || テストマップ2 || Test map 2 || MazdaTest02 || || 0 || 1 ||
|-
| /PRG/MZD/0 || 魔法の館 || Magic House || MazdaMagicalHouse || || 0 || 1 ||
|-
| /PRG/YGA || 山口(敦) || Yamaguchi (Atsushi) || || || 15 || 1 || [[Atsushi Yamaguchi]]
|-
| /PRG/YGA/0 || テスト || test || YamaguchiTest || || 0 || 1 ||
|-
| /PRG/YGA/0 || テストその3 || Test Part 3 || YamaguchiTest3 || || 0 || 1 ||
|-
| /PRG/YGA/0 || テストその4 || Test Part 4 || YamaguchiTest4 || || 0 || 1 ||
|-
| /PRG/YGA/0 || ファイルセレクト || File selection || FileSelect || || 0 || 1 ||
|-
| /PRG/SGA || 菅原 || Sugawara || || || 15 || 1 ||
|-
| /PRG/SGA/0 || テスト地形 || Test terrain || SugawaraTest || || 0 || 1 ||
|-
| /PRG/TAK || 竹内 || Takeuchi || || || 15 || 1 || [[Kiyoshi Takeuchi]]
|-
| /PRG/TAK/0 || テスト地形 敵 || Test terrain enemy || TakeuchiTest || || 0 || 1 ||
|-
| /PRG/TAK/0 || テスト地形 地形オブジェ || Test terrain object object || TakeuchiTestB || || 0 || 1 ||
|-
| /PRG/TAK/0 || テスト地形 合体ブロック || Test terrain coalition block || TakeuchiTestC || || 0 || 1 ||
|-
| /PRG/GOH || 郷原 || Gohara || || || 15 || 1 || [[Shigetoshi Gohara]]
|-
| /PRG/GOH/0 || テスト || test || GoharaTestB || || 0 || 1 ||
|-
| /CMP || 図鑑・テストステージ || Picture book / test stage || || || 10 || 1 ||
|-
| /CMP/StoryDemo || ストーリーデモ || Story demonstration || || || 0 || 1 ||
|-
| /CMP/StoryDemo/PrologueA || PrologueA || PrologueA || || || 0 || 1 ||
|-
| /CMP/StoryDemo/PrologueA/0 || PrologueA Cut 01-03 || PrologueA Cut 01-03 || StoryDemoStagePrologueA || A || 0 || 1 ||
|-
| /CMP/StoryDemo/PrologueA/0 || PrologueA Cut 04 || PrologueA Cut 04 || StoryDemoStagePrologueA || B || 0 || 1 ||
|-
| /CMP/StoryDemo/PrologueA/0 || PrologueA Cut 06-08 || PrologueA Cut 06-08 || StoryDemoStagePrologueA || C || 0 || 1 ||
|-
| /CMP/StoryDemo/PrologueA/0 || PrologueA Cut 09-11 || PrologueA Cut 09-11 || StoryDemoStagePrologueA || D || 0 || 1 ||
|-
| /CMP/StoryDemo/PrologueA/0 || PrologueA Cut 12-17 || PrologueA Cut 12-17 || StoryDemoStagePrologueA || E || 0 || 1 ||
|-
| /CMP/StoryDemo/PrologueB || PrologueB || PrologueB || || || 0 || 1 ||
|-
| /CMP/StoryDemo/PrologueB/0 || PrologueB Cut 01-04 || PrologueB Cut 01-04 || StoryDemoStagePrologueB || A || 0 || 1 ||
|-
| /CMP/StoryDemo/PrologueB/0 || PrologueB Cut 05-08 || PrologueB Cut 05-08 || StoryDemoStagePrologueB || B || 0 || 1 ||
|-
| /CMP/StoryDemo/PrologueB/0 || PrologueB Cut 09 || PrologueB Cut 09 || StoryDemoStagePrologueB || C || 0 || 1 ||
|-
| /CMP/StoryDemo/PrologueB/0 || PrologueB Cut 10 || PrologueB Cut 10 || StoryDemoStagePrologueB || D || 0 || 1 ||
|-
| /CMP/StoryDemo/PrologueB/0 || PrologueB Cut 11 || PrologueB Cut 11 || StoryDemoStagePrologueB || E || 0 || 1 ||
|-
| /CMP/StoryDemo/PrologueB/0 || PrologueB Cut 12-14 || PrologueB Cut 12-14 || StoryDemoStagePrologueB || F || 0 || 1 ||
|-
| /CMP/StoryDemo/PrologueB/0 || PrologueB Cut 15-18 || PrologueB Cut 15-18 || StoryDemoStagePrologueB || G || 0 || 1 ||
|-
| /CMP/StoryDemo/PrologueB/0 || PrologueB Cut 19-21 || PrologueB Cut 19-21 || StoryDemoStagePrologueB || H || 0 || 1 ||
|-
| /CMP/StoryDemo/FinalBattle Cut 02 || FinalBattle || FinalBattle || || || 0 || 1 ||
|-
| /CMP/StoryDemo/FinalBattle Cut 02/0 || FinalBattle Cut 01 || FinalBattle Cut 01 || StoryDemoStageFinalBattle || A || 0 || 1 ||
|-
| /CMP/StoryDemo/FinalBattle Cut 02/0 || FinalBattle Cut 02 || FinalBattle Cut 02 || StoryDemoStageFinalBattle || E || 0 || 1 ||
|-
| /CMP/StoryDemo/FinalBattle Cut 02/0 || FinalBattle Cut 03 || FinalBattle Cut 03 || StoryDemoStageFinalBattle || F || 0 || 1 ||
|-
| /CMP/StoryDemo/FinalBattle Cut 02/0 || FinalBattle Cut 04 || FinalBattle Cut 04 || StoryDemoStageFinalBattle || B || 0 || 1 ||
|-
| /CMP/StoryDemo/FinalBattle Cut 02/0 || FinalBattle Cut 05-06 || FinalBattle Cut 05-06 || StoryDemoStageFinalBattle || C || 0 || 1 ||
|-
| /CMP/StoryDemo/FinalBattle Cut 02/0 || FinalBattle Cut 07-08 || FinalBattle Cut 07-08 || StoryDemoStageFinalBattle || D || 0 || 1 ||
|-
| /CMP/StoryDemo/EpilogueB || SavePeach+EpiloguA ExCut || SavePeach+EpiloguA ExCut || || || 0 || 1 ||
|-
| /CMP/StoryDemo/EpilogueB/0 || SavePeach Cut 01-02 || SavePeach Cut 01-02 || StoryDemoStageEpilogueB || A || 0 || 1 ||
|-
| /CMP/StoryDemo/EpilogueB/0 || マリオ浮遊2パターン || Mario floating 2 patterns || StoryDemoStageEpilogueB || B || 0 || 1 ||
|-
| /CMP/StoryDemo/EpilogueB/0 || ブラックホール広がり || Black hole spread || StoryDemoStageEpilogueB || C || 0 || 1 ||
|-
| /CMP/StoryDemo/EpilogueA || EpilogueA || EpilogueA || || || 0 || 1 ||
|-
| /CMP/StoryDemo/EpilogueA/0 || EpilogueA Cut 01 || EpilogueA Cut 01 || StoryDemoStageEpilogueA || A || 0 || 1 ||
|-
| /CMP/StoryDemo/EpilogueA/0 || EpilogueA Cut 02-03 || EpilogueA Cut 02-03 || StoryDemoStageEpilogueA || B || 0 || 1 ||
|-
| /CMP/StoryDemo/EpilogueA/0 || EpilogueA Cut 04 || EpilogueA Cut 04 || StoryDemoStageEpilogueA || C || 0 || 1 ||
|-
| /CMP/StoryDemo/EpilogueA/0 || EpilogueA Cut 05-06 || EpilogueA Cut 05-06 || StoryDemoStageEpilogueA || D || 0 || 1 ||
|-
| /CMP/StoryDemo/EpilogueA/0 || EpilogueA Cut 07-08 || EpilogueA Cut 07-08 || StoryDemoStageEpilogueA || E || 0 || 1 ||
|-
| /CMP/StoryDemo/EpilogueA/0 || EpilogueA Cut 09 || EpilogueA Cut 09 || StoryDemoStageEpilogueA || F || 0 || 1 ||
|-
| /CMP/StoryDemo/EpilogueA/0 || EpilogueA Cut 13 || EpilogueA Cut 13 || StoryDemoStageEpilogueA || G || 0 || 1 ||
|-
| /CMP/StoryDemo/EpilogueA/0 || EpilogueA Cut 12-14 || EpilogueA Cut 12-14 || StoryDemoStageEpilogueA || H || 0 || 1 ||
|-
| /CMP/StoryDemo/EndingA || EndingA || EndingA || || || 0 || 1 ||
|-
| /CMP/StoryDemo/EndingA/0 || EndingA Cut 01-03 || EndingA Cut 01-03 || StoryDemoStageEndingA || A || 0 || 1 ||
|-
| /CMP/StoryDemo/EndingA/0 || EndingA Cut 04 || EndingA Cut 04 || StoryDemoStageEndingA || B || 0 || 1 ||
|-
| /CMP/StoryDemo/EndingA/0 || EndingA Cut 07-12 || EndingA Cut 07-12 || StoryDemoStageEndingA || C || 0 || 1 ||
|-
| /CMP/StoryDemo/EndingA/0 || EndingA Cut 13 || EndingA Cut 13 || StoryDemoStageEndingA || D || 0 || 1 ||
|-
| /CMP/StoryDemo/EndingA/0 || EndingA Cut 14 || EndingA Cut 14 || StoryDemoStageEndingA || E || 0 || 1 ||
|-
| /CMP/StoryDemo/EndingB || EndingB || EndingB || || || 0 || 1 ||
|-
| /CMP/StoryDemo/EndingB/0 || EndingB Cut 01 || EndingB Cut 01 || StoryDemoStageEndingB || A || 0 || 1 ||
|-
| /CMP/StoryDemo/EndingB/0 || EndingB Cut 02 || EndingB Cut 02 || StoryDemoStageEndingB || G || 0 || 1 ||
|-
| /CMP/StoryDemo/EndingB/0 || EndingB Cut 03 || EndingB Cut 03 || StoryDemoStageEndingB || H || 0 || 1 ||
|-
| /CMP/StoryDemo/EndingB/0 || EndingB Cut 04-06 || EndingB Cut 04-06 || StoryDemoStageEndingB || B || 0 || 1 ||
|-
| /CMP/StoryDemo/EndingB/0 || EndingB Cut 07 || EndingB Cut 07 || StoryDemoStageEndingB || C || 0 || 1 ||
|-
| /CMP/StoryDemo/EndingB/0 || EndingB Cut 08 || EndingB Cut 08 || StoryDemoStageEndingB || D || 0 || 1 ||
|-
| /CMP/StoryDemo/EndingB/0 || EndingB Cut 11 || EndingB Cut 11 || StoryDemoStageEndingB || E || 0 || 1 ||
|-
| /CMP/StoryDemo/EndingB/0 || EndingB Cut 12 || EndingB Cut 12 || StoryDemoStageEndingB || F || 0 || 1 ||
|-
| /CMP/StoryDemo/NewFolder || ライブラリ || Library || || || 0 || 1 ||
|-
| /CMP/StoryDemo/NewFolder/0 || フィギュアキャプチャT(エネミー小) || Figure Capture T (Enemy Small) || StoryDemoFigureCaptureB || A || 0 || 1 ||
|-
| /CMP/StoryDemo/NewFolder/0 || フィギュアキャプチャ(エネミー小) || Figure capture (small enemy) || StoryDemoFigureCaptureA || A || 0 || 1 ||
|-
| /CMP/StoryDemo/NewFolder/0 || フィギュアキャプチャT(エネミー中) || Figure Capture T (in Enemy) || StoryDemoFigureCaptureB || B || 0 || 1 ||
|-
| /CMP/StoryDemo/NewFolder/0 || フィギュアキャプチャ(エネミー中) || Figure capture (in enemies) || StoryDemoFigureCaptureA || B || 0 || 1 ||
|-
| /CMP/StoryDemo/NewFolder/0 || フィギュアキャプチャT(大) || Figure Capture T (Large) || StoryDemoFigureCaptureB || C || 0 || 1 ||
|-
| /CMP/StoryDemo/NewFolder/0 || フィギュアキャプチャ(大) || Figure capture (large) || StoryDemoFigureCaptureA || C || 0 || 1 ||
|-
| /CMP/StoryDemo/NewFolder/0 || フィギュアキャプチャT(NPC) || Figure Capture T (NPC) || StoryDemoFigureCaptureB || D || 0 || 1 ||
|-
| /CMP/StoryDemo/NewFolder/0 || フィギュアキャプチャ(NPC) || Figure capture (NPC) || StoryDemoFigureCaptureA || D || 0 || 1 ||
|-
| /CMP/StoryDemo/NewFolder/0 || フィギュアキャプチャT(アイテム) || Figure Capture T (item) || StoryDemoFigureCaptureB || E || 0 || 1 ||
|-
| /CMP/StoryDemo/NewFolder/0 || フィギュアキャプチャ(アイテム) || Figure capture (item) || StoryDemoFigureCaptureA || E || 0 || 1 ||
|-
| /CMP/StoryDemo/NewFolder/0 || 多面同時フィギュアキャプチャT(エネミー) || Simultaneous figure capture T (Enemy) || StoryDemoFigureCaptureB || F || 0 || 1 ||
|-
| /CMP/StoryDemo/NewFolder/0 || 多面同時フィギュアキャプチャ(エネミー) || Simultaneous figure capture multi -face (Enemy) || StoryDemoFigureCaptureB || A || 0 || 1 ||
|-
| /CMP/StoryDemo/NewFolder/0 || 多面同時フィギュアキャプチャ(エネミー2) || Simultaneous figure capture (Enemy 2) || StoryDemoFigureCaptureB || B || 0 || 1 ||
|-
| /CMP/StoryDemo/NewFolder/0 || 多面同時フィギュアキャプチャ(NPC) || Simultaneous figure capture (NPC) || StoryDemoFigureCaptureB || C || 0 || 1 ||
|-
| /CMP/StoryDemo/NewFolder/0 || 多面同時フィギュアキャプチャ(プレーヤー) || Simultaneous figure capture (player) || StoryDemoFigureCaptureB || D || 0 || 1 ||
|-
| /CMP/StoryDemo/NewFolder/0 || Test || Test || StoryDemoLibraryA || || 0 || 1 ||
|-
| /CMP/NewFolder9 || オブジェデータ作成環境 || Object data creation environment || || || 0 || 1 ||
|-
| /CMP/NewFolder9/0 || オニマス2試作 || Onimus 2 prototypes || TempMapD || || 0 || 1 ||
|-
| /CMP/ENE || エネミー || enemy || || || 10 || 1 ||
|-
| /CMP/ENE/0 || 敵図鑑1巻 || Enemy picture book Volume 1 || EnemyPark01Zone || || 0 || 1 ||
|-
| /CMP/ENE/0 || 敵図鑑2巻 || Enemy picture book Volume 2 || EnemyPark02Zone || || 0 || 1 ||
|-
| /CMP/ENE/KRB || クリボー || Goomba || || || 6 || 1 ||
|-
| /CMP/ENE/KRB/0 || クリボー(平面地形)1体 || 1 Goomba (flat terrain) || KuriboTestStageD || A || 0 || 1 ||
|-
| /CMP/ENE/KRB/0 || クリボー(平面地形)5体 || 5 Goombas (flat terrain) || KuriboTestStageD || B || 0 || 1 ||
|-
| /CMP/ENE/KRB/0 || クリボー(球地形)1体 || 1 Goomba (spherical terrain) || KuriboTestStageB || A || 0 || 1 ||
|-
| /CMP/ENE/KRB/0 || クリボー(球地形)5体 || Goomba (spherical terrain) 5 bodies || KuriboTestStageB || B || 0 || 1 ||
|-
| /CMP/ENE/KRB/0 || クリボー(キューブ地形)1体 || 1 crib (cube terrain) || KuriboTestStageC || A || 0 || 1 ||
|-
| /CMP/ENE/KRB/0 || クリボー(キューブ地形)5体 || 5 cribaw (cube terrain) || KuriboTestStageC || B || 0 || 1 ||
|-
| /CMP/ENE/MLM || メラメラ || Melamera || || || 7 || 1 ||
|-
| /CMP/ENE/MLM/0 || メラメラ || Melamera || TsujimuraEnemy01Test || || 0 || 1 ||
|-
| /CMP/ENE/MLM/0 || メラメラ(平面地形)1体 || 1 Melamera (flat terrain) || MerameraTestStageC || A || 0 || 1 ||
|-
| /CMP/ENE/MLM/0 || メラメラ(平面地形)5体 || Melamera (flat terrain) 5 bodies || MerameraTestStageC || B || 0 || 1 ||
|-
| /CMP/ENE/MLM/0 || メラメラ(球地形)1体 || 1 Melamera (ballotographic) || MerameraTestStageB || A || 0 || 1 ||
|-
| /CMP/ENE/MLM/0 || メラメラ(球地形)5体 || 5 Melamera (sphere) 5 bodies || MerameraTestStageB || B || 0 || 1 ||
|-
| /CMP/ENE/MLM/0 || メラメラ(キューブ地形)1体 || Melamera (cube terrain) 1 body || MerameraTestStageA || A || 0 || 1 ||
|-
| /CMP/ENE/MLM/0 || メラメラ(キューブ地形)5体 || Melamera (cube terrain) 5 bodies || MerameraTestStageA || B || 0 || 1 ||
|-
| /CMP/ENE/0 || チョロプー || Choropoo || CyoropuTestStage || || 0 || 1 ||
|-
| /CMP/ENE/0 || ベーゴマン || Begoman || BegomanTestStage || || 0 || 1 ||
|-
| /CMP/ENE/VBG || バネベーゴマン || Shanebagoman || || || 8 || 1 ||
|-
| /CMP/ENE/VBG/0 || バネベーゴマン(平面地形)1体 || 1 Banebergoman (flat terrain) || BegomanTestStageC || A || 0 || 1 ||
|-
| /CMP/ENE/VBG/0 || バネベーゴマン(平面地形)5体 || 5 Banbegoman (flat terrain) || BegomanTestStageC || B || 0 || 1 ||
|-
| /CMP/ENE/VBG/0 || バネベーゴマン(球地形)1体 || 1 Banebagoman (ball topographic) || BegomanTestStageB || A || 0 || 1 ||
|-
| /CMP/ENE/VBG/0 || バネベーゴマン(球地形)5体 || 5 Banbegoman (ball topographic) || BegomanTestStageB || B || 0 || 1 ||
|-
| /CMP/ENE/VBG/0 || バネベーゴマン(キューブ地形)1体 || 1 Bane Begoman (Cube Toproll) || BegomanTestStageA || A || 0 || 1 ||
|-
| /CMP/ENE/VBG/0 || バネベーゴマン(キューブ地形)5体 || 5 Banebergoman (Cube Toproll) || BegomanTestStageA || B || 0 || 1 ||
|-
| /CMP/ENE/VBG/0 || バネベーゴマン(皿地形)1体 || 1 Banebagoman (dish terrain) || BegomanTestStageD || A || 0 || 1 ||
|-
| /CMP/ENE/VBG/0 || バネベーゴマン(皿地形)5体 || 5 bodies of Shanebagoman (dish terrain) || BegomanTestStageD || B || 0 || 1 ||
|-
| /CMP/ENE/TBG || トゲベーゴマン || Togebagoman || || || 8 || 1 ||
|-
| /CMP/ENE/TBG/0 || トゲベーゴマン(平面地形)1体 || 1 tojebagoman (flat terrain) || BegomanTestStageC || C || 0 || 1 ||
|-
| /CMP/ENE/TBG/0 || トゲベーゴマン(平面地形)5体 || 5 folk bugoman (flat terrain) || BegomanTestStageC || D || 0 || 1 ||
|-
| /CMP/ENE/TBG/0 || トゲベーゴマン(球地形)1体 || 1 tojebagoman (ball topographic) || BegomanTestStageB || C || 0 || 1 ||
|-
| /CMP/ENE/TBG/0 || トゲベーゴマン(球地形)5体 || 5 tojebagoman (ball topographic) || BegomanTestStageB || D || 0 || 1 ||
|-
| /CMP/ENE/TBG/0 || トゲベーゴマン(キューブ地形)1体 || 1 tojebagoman (cube terrain) || BegomanTestStageA || C || 0 || 1 ||
|-
| /CMP/ENE/TBG/0 || トゲベーゴマン(キューブ地形)5体 || 5 folk bugoman (cube terrain) || BegomanTestStageA || D || 0 || 1 ||
|-
| /CMP/ENE/TBG/0 || トゲベーゴマン(皿地形)1体 || 1 tojebagoman (dish terrain) || BegomanTestStageD || C || 0 || 1 ||
|-
| /CMP/ENE/TBG/0 || トゲベーゴマン(皿地形)5体 || 5 tojebagoman (dishes terrain) || BegomanTestStageD || D || 0 || 1 ||
|-
| /CMP/ENE/BBG || ベビーベーゴマン || Baby Bagman || || || 8 || 1 ||
|-
| /CMP/ENE/BBG/0 || ベビーベーゴマン(平面地形)1体 || Baby Bagman (flat terrain) 1 body || BegomanTestStageC || E || 0 || 1 ||
|-
| /CMP/ENE/BBG/0 || ベビーベーゴマン(平面地形)5体 || Baby Bagman (flat terrain) 5 bodies || BegomanTestStageC || F || 0 || 1 ||
|-
| /CMP/ENE/BBG/0 || ベビーベーゴマン(球地形)1体 || 1 Baby Bagman (ball topographic) || BegomanTestStageB || E || 0 || 1 ||
|-
| /CMP/ENE/BBG/0 || ベビーベーゴマン(球地形)5体 || 5 Baby Bagman (ball topographic) || BegomanTestStageB || F || 0 || 1 ||
|-
| /CMP/ENE/BBG/0 || ベビーベーゴマン(キューブ地形)1体 || 1 Baby Bagman (Cube terrain) || BegomanTestStageA || E || 0 || 1 ||
|-
| /CMP/ENE/BBG/0 || ベビーベーゴマン(キューブ地形)5体 || Baby Bagman (cube terrain) 5 bodies || BegomanTestStageA || F || 0 || 1 ||
|-
| /CMP/ENE/BBG/0 || ベビーベーゴマン(皿地形)1体 || 1 baby bugman (dish topographic) || BegomanTestStageD || E || 0 || 1 ||
|-
| /CMP/ENE/BBG/0 || ベビーベーゴマン(皿地形)5体 || Baby Bagoman (dish terrain) 5 bodies || BegomanTestStageD || F || 0 || 1 ||
|-
| /CMP/ENE/GIW || ゴロ岩 || Golo rock || || || 5 || 1 ||
|-
| /CMP/ENE/GIW/0 || ゴロ岩(ピーナッツ地形) || Goro rock (peanut terrain) || GoroIwaTestStage || A || 0 || 1 ||
|-
| /CMP/ENE/GIW/0 || ゴロ岩(チクワ地形) || Goro rock (Chikuwa terrain) || GoroIwaTestStage || B || 0 || 1 ||
|-
| /CMP/ENE/ITU || いたずらウサギ || Rabbit rabbit || || || 6 || 1 ||
|-
| /CMP/ENE/ITU/0 || いたずらウサギ(平面) || Most of the rabbit (plane) || TrickRabbitTestStage || || 0 || 1 ||
|-
| /CMP/ENE/ITU/0 || いたずらウサギ(球地形) || Most of the mischief rabbit || TrickRabbitTestStageA || B || 0 || 1 ||
|-
| /CMP/ENE/ITU/0 || いたずらウサギ(キューブ球地) || Most of the rabbit (cube strawberry) || TrickRabbitTestStageA || A || 0 || 1 ||
|-
| /CMP/ENE/ITU/0 || いたずらウサギ(庭園) || Most of the rabbit (garden) || IceCubeStage || || 0 || 1 ||
|-
| /CMP/ENE/RNK || リクノコ || Ricket || || || 6 || 1 ||
|-
| /CMP/ENE/RNK/0 || リクノコ(平面)1体 || 1 ricket (plane) || NokonokoLandTestStage || A || 0 || 1 ||
|-
| /CMP/ENE/RNK/0 || リクノコ(平面)6体 || 6 rickets (flat) || NokonokoLandTestStage || B || 0 || 1 ||
|-
| /CMP/ENE/RNK/0 || リクノコ(球地形)1体 || 1 ricket (ball topographic) || NokonokoLandTestStage || C || 0 || 1 ||
|-
| /CMP/ENE/RNK/0 || リクノコ(球地形)6体 || 6 rickets (ballotographic) || NokonokoLandTestStage || D || 0 || 1 ||
|-
| /CMP/ENE/killer || キラー || killer || || || 10 || 1 ||
|-
| /CMP/ENE/killer/0 || U字地形 || U -shaped terrain || KillerTestStage || || 0 || 1 ||
|-
| /CMP/ENE/killer/0 || J字地形 || J -shaped terrain || JKillerStage || || 0 || 1 ||
|-
| /CMP/ENE/0 || プクプク || Pukupuku || PukupukuTestZone || || 0 || 1 ||
|-
| /CMP/ENE/0 || ポイハナ || Poihana || PoihanaTestStageA || || 0 || 1 ||
|-
| /CMP/ENE/0 || ボム兵 || Bomb soldier || BombHeiTestStageA || || 0 || 1 ||
|-
| /CMP/ENE/0 || ヒマワリサンボ || Sunflower Sambo || SunFlowerSamboTestStageA || || 0 || 1 ||
|-
| /CMP/ENE/0 || カリカリ || Crispy || KarikariTestStageA || || 0 || 1 ||
|-
| /CMP/ENE/0 || タコボー || Octopus || TakoboTestStageA || || 0 || 1 ||
|-
| /CMP/ENE/0 || ミニオタクロック || Mini ota clock || OtakuRockTestStage || || 0 || 1 ||
|-
| /CMP/ENE/0 || トゲゾー || Thorns || TogezoTestStageA || || 0 || 1 ||
|-
| /CMP/ENE/0 || ミニイガ || Miniga || MiniIgaTestStageA || || 0 || 1 ||
|-
| /CMP/ENE/0 || ホーミング発射台 || Homing launch platform || HomingFireShooterTestStageA || || 0 || 1 ||
|-
| /CMP/ENE/0 || 火炎放射器(クッパ像?) || Flame radicals (Bowser statue?) || FlameGunTestStageA || || 0 || 1 ||
|-
| /CMP/ENE/0 || ハンマーブロス || Hammer broth || HammerBrosTestStageA || || 0 || 1 ||
|-
| /CMP/ENE/0 || 溶岩系オブジェ || Lava object || LavaObjTestStage || || 0 || 1 ||
|-
| /CMP/ENE/0 || メラメラ || Melamera || TsujimuraEnemy01Test || || 0 || 1 ||
|-
| /CMP/ENE/0 || オタロック || Otarock || OtaRockTestStageA || || 0 || 1 ||
|-
| /CMP/ENE/0 || ウオータープレッシャー || Waterpresser || WaterPSTest || || 0 || 1 ||
|-
| /CMP/ENE/0 || モグッチ || Mogucci || MoguraTestStage || || 0 || 1 ||
|-
| /CMP/ENE/0 || カニーナ || Kanina || KaninaTestStage || || 0 || 1 ||
|-
| /CMP/ENE/0 || クッパJrシップ || Bowser JR Ship || KuppaJrShipTestStage || A || 0 || 1 ||
|-
| /CMP/ENE/0 || ハナチャン || Hanachan || HanachanTestStage || || 0 || 1 ||
|-
| /CMP/ENE/0 || トゲトゲ || Spornb || TogetogeTestStage || || 0 || 1 ||
|-
| /CMP/ITM || アイテム || item || || || 5 || 1 ||
|-
| /CMP/ITM/0 || コイン || coin || CoinTestStageA || || 0 || 1 ||
|-
| /CMP/ITM/0 || スピンドライバ、スター高さ || spin driver, star height || HayashidaTest || || 0 || 1 ||
|-
| /CMP/GRA || 重力サンプル || Gravity sample || || || 15 || 1 ||
|-
| /CMP/GRA/0 || キューブ重力 || Cube gravity || CubeGravityStageA || || 0 || 1 ||
|-
| /CMP/GRA/0 || シリンダー重力 || Cylinder gravity || CylinderGravityStageA || || 0 || 1 ||
|-
| /CMP/GRA/0 || ディスク重力 || Disk gravity || DiskGravityStageA || || 0 || 1 ||
|-
| /CMP/GRA/0 || ワイヤー重力 || Wire gravity || WireGravityStageA || || 0 || 1 ||
|-
| /CMP/GRA/0 || 組み合わせ重力 || Combination gross power || CombinationGravityStageA || || 0 || 1 ||
|-
| /CMP/GRA/0 || 球内側重力 || Inside the ball gravity || DesertHome2Test || || 0 || 1 ||
|-
| /CMP/GRA/0 || キューブ内側重力 || Cube inside gravity || RectangularInsideTest || || 0 || 1 ||
|-
| /CMP/GRA/0 || ディスクドーナツ(トーラス)重力 || Disk donut (Torus) gravity || DiskDonuts || || 0 || 1 ||
|-
| /CMP/MAR || 地形形状 || Terrain shape || || || 5 || 1 ||
|-
| /CMP/MAR/0 || 平均台テストマップ || Average stand test map || NarrowGateTest || || 0 || 1 ||
|-
| /CMP/MAR/0 || 段差テストマップ || Step test map || DekoBokoTest || || 0 || 1 ||
|-
| /CMP/MAR/0 || まずい地形例 || Bad terrain case || WrongMapExample || || 0 || 1 ||
|-
| /CMP/MAR/0 || 壁ジャンプテストマップ || Wall jump test map || WallJumpTestMap || || 0 || 1 ||
|-
| /CMP/SEA || 海洋実験 || Marine experiment || || || 8 || 1 ||
|-
| /CMP/SEA/0 || ピーチ城 || Peach castle || PeachCastle || || 0 || 1 ||
|-
| /CMP/SEA/0 || プール || Pool || SwimTest03Stage || || 0 || 1 ||
|-
| /CMP/SEA/0 || 泳ぎ実験惑星 || Swimming experimental planet || SwimTest02Stage || || 0 || 1 ||
|-
| /CMP/SEA/0 || 水の星 || Water star || MiniPlanetAqua02Stage || || 0 || 1 ||
|-
| /CMP/PRD || 試作ステージ || Prototype stage || || || 15 || 1 ||
|-
| /CMP/PRD/0 || 崩落惑星 || Collapse planet || BreakDownPlanet || || 0 || 1 ||
|-
| /CMP/PRD/0 || ふうせんダンベル惑星 || Fusen dumbbell planet || BalloonDumbbell || || 0 || 1 ||
|-
| /CMP/PRD/ONS || 温泉わくわく星 || Hot spring exciting star || || || 15 || 1 ||
|-
| /CMP/PRD/ONS/0 || オタクイーン戦 || Otaku Eien Battle || HotSpringPlanet || A || 0 || 1 ||
|-
| /CMP/PRD/ONS/0 || オタクロック戦 || Otaku rock battle || HotSpringPlanet || B || 0 || 1 ||
|-
| /CMP/PRD/ONS/0 || オタキング戦 || Otaking battle || HotSpringPlanet || C || 0 || 1 ||
|-
| /CMP/PRD/ONS/0 || 芋煮会パーティー || Potato party party || HotSpringPlanet || D || 0 || 1 ||
|-
| /CMP/PRD/ONS/0 || 水流スライダー || Water flow slider || HotSpringPlanet || E || 0 || 1 ||
|-
| /CMP/PRD/ONS/0 || 赤コインDPD || Red coin DPD || HotSpringPlanet || F || 0 || 1 ||
|-
| /CMP/PRD/ONS/0 || 天空のシャイン || Shine in the sky || HotSpringPlanet || G || 0 || 1 ||
|-
| /CMP/PRD/ONS/0 || チャレンジコース || Challenge course || HotSpringPlanet || H || 0 || 1 ||
|-
| /CMP/PRD/ONS/0 || スライダーシナリオ1 || Slider scenario 1 || HotSpringPlanetSlider || A || 0 || 1 ||
|-
| /CMP/PRD/ONS/0 || スライダーシナリオ2 || Slider scenario 2 || HotSpringPlanetSlider || B || 0 || 1 ||
|-
| /CMP/PRD/0 || エリンギ遺跡 || Eryngii ruins || Eringi || || 0 || 1 ||
|-
| /CMP/PRD/0 || スターマンの砦 || Starman's fort || StarManMap || || 0 || 1 ||
|-
| /CMP/PRD/0 || どら焼き要塞 || Dorayaki fortress || DorayakiAndBlock || || 0 || 1 ||
|-
| /CMP/0 || 惑星図鑑 || Planetary picture book || TsujimuraPlanetTestZone || || 0 || 1 ||
|-
| /CMP/NewFolder || マリオ64 || Mario 64 || || || 0 || 1 ||
|-
| /CMP/NewFolder/0 || ピーチ城 || Peach castle || HosonoTest04 || || 0 || 1 ||
|-
| /CMP/NewFolder/0 || 雪山 || Snowy mountains || TestMapD || || 0 || 1 ||
|-
| /CMP/NewFolder/0 || ボム兵の戦場 || Bomb soldier battlefield || TestMapE || || 0 || 1 ||
|-
| /CMP/NewFolder/0 || バッタン砦 || Fort Battan || TestMapF || || 0 || 1 ||
|-
| /CMP/NewFolder/0 || 洞窟 || cave || TestMapH || || 0 || 1 ||
|-
| /CMP/NewFolder/0 || 海賊の入り江 || Pirate's entry || HosonoTest05 || || 0 || 1 ||
|-
| /CMP/NewFolder2 || マリオサンシャイン || Mario Sunshine || || || 0 || 1 ||
|-
| /CMP/NewFolder2/0 || リコハーバー || Rico Harbor || HosonoTest03 || || 0 || 1 ||
|-
| /CMP/NewFolder2/0 || マーレの入り江 || Mare's cove || HosonoTest02 || || 0 || 1 ||
|-
| /CMP/NewFolder2/0 || ドルピックタウン || Dolpic Town || HosonoTest01 || || 0 || 1 ||
|-
| /CMP/0 || 図鑑ステージ0 || Picture Book Stage 0 || CompleteMap0 || || 0 || 1 ||
|-
| /CMP/0 || 図鑑ステージ1 || Picture Book Stage 1 || CompleteMap1 || || 0 || 1 ||
|-
| /CMP/0 || スターゲットテストステージ || Star get test stage || StarGetTest || || 0 || 1 ||
|-
| /CMP/0 || 法線マップテストステージ || Non -wiring map test stage || NormalMapTestStage || || 0 || 1 ||
|-
| /CMP/0 || 最大距離テストマップ || Maximum distance test map || MaxDistanceTest || || 0 || 1 ||
|-
| /CMP/0 || メッセージテストマップ || Message test map || MessageTestMap || || 0 || 1 ||
|-
| /CMP/0 || 移動用砲台テストステージ || Mobile turret test stage || MarioCanonTest || || 0 || 1 ||
|-
| /CMP/0 || エンベロープ環境投影マップ実験 || Envelope environment projection map experiment || SkiningEnvMapOrViewMap || || 0 || 1 ||
|}
Not only is this file notable as one of only few insights into the Develop build's extra functionality, it also provides names and descriptions of numerous removed maps, as well as information about early versions of retained stages, such as Sea Slide Galaxy (OceanRingGalaxy) having eight scenarios.
=== Possible image ===
[[File:E3 2007 appointment room kiosk demo screenshot by Press The Buttons - Super Mario Galaxy.png]]
This is a photo taken behind-the-scenes for E3M&BS 07 showing a Super Mario Galaxy demo build's menu for selecting stages, likely an instance of StageSelectMenu (but obviously with fewer stages to choose from than in the Develop build, and English names instead of Japanese names).
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2023-12-16T06:45:36Z
GalaxyMaster
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fix some translations
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text/x-wiki
'''StageSelectMenu''' is a feature in Super Mario Galaxy's Develop builds that allows the player/tester to choose from a list of stages. Its existence is known from the Develop builds' symbol maps, and from [[/Debug]]/StageSelectMenu.tbl.
=== StageSelectMenu.tbl ===
/Debug/StageSelectMenu.tbl is a [[BCSV]] file containing the list of stages presented by StageSelectMenu. Columns denoted by an asterisk (*) are not present in StageSelectMenu.tbl, rather having been added by this wiki's editors.
{| class="wikitable mw-collapsible mw-collapsed"
! path || label || label - Google Translated* || StageName || LayerName || Unknown (6DC3A6D2) || ScenarioNo || Notes*
|-
| /NewFolder || ステージ || stage || || || 0 || 1 ||
|-
| /NewFolder/HeavensDoorGalaxy || ヘヴンズドアギャラクシー || Heaven's Door Galaxy || || || 0 || 1 ||
|-
| /NewFolder/HeavensDoorGalaxy/0 || ヘヴンズドアインサイドゾーン || Heaven's Door Inside Zone || HeavensDoorInsideZone || || 0 || 1 ||
|-
| /NewFolder/HeavensDoorGalaxy/0 || ヘヴンズドア(小)ゾーン || Heaven's Door (Small) Zone || HeavensDoorSmallZone || || 0 || 1 ||
|-
| /NewFolder/HeavensDoorGalaxy/0 || ヘヴンズドア(中)ゾーン || Heaven's Door (Middle) Zone || HeavensDoorMiddleZone || || 0 || 1 ||
|-
| /NewFolder/HeavensDoorGalaxy/0 || ヘヴンズドア(大)ゾーン || Heaven's Door (Large) Zone || HeavensDoorLargeZone || || 0 || 1 ||
|-
| /NewFolder/HeavensDoorGalaxy/0 || ヘヴンズドアミステリアスゾーン || Heaven's Door Mysterious Zone || HeavensDoorMysteriousZone || || 0 || 1 ||
|-
| /NewFolder/NewFolder9 || トイボックス || Toy box || || || 6 || 1 ||
|-
| /NewFolder/NewFolder9/0 || ホッパーボトルゾーン || Hopper bottle zone || HopperBottleZone || || 0 || 1 ||
|-
| /NewFolder/NewFolder9/0 || 嵐の海のサルベージゾーン || Stormy sea salvage zone || SeaStormPlanetZone || || 0 || 1 ||
|-
| /NewFolder/NewFolder9/0 || 壁重力ゾーン || Wall gravity zone || WallGravityZone || || 0 || 1 ||
|-
| /NewFolder/NewFolder9/0 || メカクッパゾーン || Mechakuppa zone || MechanicKoopaZone || || 0 || 1 ||
|-
| /NewFolder/NewFolder9/0 || メカキノコゾーン || Mechakinoco zone || MechaKinokoZone || || 0 || 1 ||
|-
| /NewFolder/NewFolder9/0 || ミニメカクッパゾーン || Mini -mail makoppa zone || MiniMechanicKoopaZone || || 0 || 1 ||
|-
| /NewFolder/NewFolder9/0 || ファクトリー内部ゾーン || Factory internal zone || FactoryInsideZone || || 0 || 1 ||
|-
| /NewFolder/NewFolder9/0 || ドンケツゾーン || Donketsu Zone || DonketuZone || || 0 || 1 ||
|-
| /NewFolder/NewFolder9/0 || スペースステーションゾーン || Space station zone || SpaceStationZone || || 0 || 1 ||
|-
| /NewFolder/NewFolder9/0 || クルーズDPDゾーン || Cruise DPD zone || CruiseDPDZone || || 0 || 1 ||
|-
| /NewFolder/NewFolder9/0 || スイーツアステロイドゾーン || Sweets asteroid zone || SweetsAsteroidZone || || 0 || 1 ||
|-
| /NewFolder/NewFolder9/0 || チョコンベヤーゾーン || Chocolate Beyer Zone || ChoconveyorZone || || 0 || 1 ||
|-
| /NewFolder/NewFolder9/0 || トイファクトリーギャラクシー || Toy Factory Galaxy || FactoryGalaxy || || 0 || 1 ||
|-
| /NewFolder/NewFolder9/0 || バースデーケーキゾーン || Birthday cake zone || BirthdayCakeZone || || 0 || 1 ||
|-
| /NewFolder/NewFolder7 || 天文台外側 || Outside Observatory || || || 0 || 1 ||
|-
| /NewFolder/NewFolder7/0 || シナリオ1 || Scenario 1 || AstroGalaxy || || 0 || 1 ||
|-
| /NewFolder/NewFolder7/0 || シナリオ2 || Scenario 2 || AstroGalaxy || || 0 || 2 ||
|-
| /NewFolder/NewFolder7/0 || シナリオ3 || Scenario 3 || AstroGalaxy || || 0 || 3 ||
|-
| /NewFolder/NewFolder7/0 || シナリオ4 || Scenario 4 || AstroGalaxy || D || 0 || 4 ||
|-
| /NewFolder/0 || 図書室 || Library || LibraryRoom || || 0 || 1 ||
|-
| /NewFolder/0 || 天文ドーム || Astronomical Dome || AstroDome || || 0 || 1 ||
|-
| /NewFolder/0 || ピーチ城前庭 || Peach Castle Front Yard || PeachCastleGardenGalaxy || || 0 || 1 ||
|-
| /NewFolder/0 || ピーチ城・最終 || Peach Castle / Final || PeachCastleFinalGalaxy || || 0 || 1 ||
|-
| /NewFolder/0 || 旧ピーチ城前庭 || Former Peach Castle Venue || HosonoTest04 || || 0 || 1 ||
|-
| /NewFolder/0 || 天文台惑星 || Astronomical planet || AstroHomeZone || || 0 || 1 ||
|-
| /NewFolder/NewFolder6 || エッグプラネット || Egg planet || || || 0 || 1 ||
|-
| /NewFolder/NewFolder6/0 || 球状内部ゾーン || The spherical internal zone || SphereInsideZone || || 0 || 1 ||
|-
| /NewFolder/NewFolder6/0 || 二隻の海賊船ゾーン || Two pirate ship zones || OceanTwinPiratesZone || || 0 || 1 ||
|-
| /NewFolder/NewFolder6/0 || ツインフォールレイクゾーン || Twinfall Lake Zone || TwinFallLakeZone || || 0 || 1 ||
|-
| /NewFolder/NewFolder6/0 || そら豆惑星ゾーン || Sora bean planet zone || SoramameZone || || 0 || 1 ||
|-
| /NewFolder/NewFolder6/0 || わたげ星ゾーン || Watage Star Zone || PuffballZone || || 0 || 1 ||
|-
| /NewFolder/NewFolder6/0 || ココツインゾーン || Koco -in zone || CoCoTwinZone || || 0 || 1 ||
|-
| /NewFolder/NewFolder6/0 || スターエッグロードゾーン || Star Egg Road Zone || StarEggRoadZone || || 0 || 1 ||
|-
| /NewFolder/NewFolder6/0 || スター惑星ゾーン || Star planet zone || BlueStarZone || || 0 || 1 ||
|-
| /NewFolder/NewFolder6/0 || タンポポが丘ゾーン || Dandelion gaoka zone || DandelionHillZone || || 0 || 1 ||
|-
| /NewFolder/NewFolder6/0 || ディスクガーデンゾーン || Disk Garden Zone || DiskGardenZone || || 0 || 1 ||
|-
| /NewFolder/NewFolder6/0 || ディノパックン戦ゾーン || Dino Paccun Battle Zone || DinoPakkunBattleZone || || 0 || 1 ||
|-
| /NewFolder/NewFolder6/0 || ドラヤキ要塞ゾーン || Drayaki Fortress Zone || DorayakiFortressZone || || 0 || 1 ||
|-
| /NewFolder/NewFolder6/0 || ハテナ花畑ゾーン || Hatena flower field zone || QuestionFlowerGardenZone || || 0 || 1 ||
|-
| /NewFolder/NewFolder6/0 || ピーナッツ惑星ゾーン || Peanut planet zone || PeanutZone || || 0 || 1 ||
|-
| /NewFolder/NewFolder6/0 || ミスティックタワーゾーン || Mystic Tower Zone || ReverseGravityTowerZone || || 0 || 1 ||
|-
| /NewFolder/NewFolder6/0 || 星くずの丘ゾーン || Star Kuzu Hill Zone || StardustHillZone || || 0 || 1 ||
|-
| /NewFolder/NewFolder6/0 || 草むら双子惑星ゾーン || Kusamura twin planet zone || GlassyTwinsPlanetZone || || 0 || 1 ||
|-
| /NewFolder/NewFolder2 || ハニービーキングダム || Honey Beaking Dam || || || 0 || 1 ||
|-
| /NewFolder/NewFolder2/Zone || ゾーン || zone || || || 0 || 1 ||
|-
| /NewFolder/NewFolder2/Zone/0 || ハチの崖ゾーン || Bee cliff zone || BeeCliffZone || || 0 || 1 ||
|-
| /NewFolder/NewFolder2/Zone/0 || フラワーロードゾーン || Flower road zone || FlowerRoadZone || || 0 || 1 ||
|-
| /NewFolder/NewFolder2/Zone/0 || マザーハッチーゾーン || Mother hatchee zone || MotherBeeZone || || 0 || 1 ||
|-
| /NewFolder/NewFolder2/Zone/0 || カベのぼりEX(A)ゾーン || Wall climbing EX(A) zone || WallClimbEXAZone || || 0 || 1 ||
|-
| /NewFolder/NewFolder2/Zone/0 || カベのぼりEX(B)ゾーン || Wall climbing EX(B) zone || WallClimbEXBZone || || 0 || 1 ||
|-
| /NewFolder/NewFolder2/Zone/0 || カベのぼりEX(C)ゾーン || Wall climbing EX(C) zone || WallClimbEXCZone || || 0 || 1 ||
|-
| /NewFolder/0 || チャレンジサーフィン || Challenge surfing || SurfingLv1Galaxy || || 0 || 1 ||
|-
| /NewFolder/NewFolder10 || スターダスト || Stardust || || || 0 || 1 ||
|-
| /NewFolder/NewFolder10/0 || スターダスト || Stardust || StarDustGalaxy || || 0 || 1 ||
|-
| /NewFolder/NewFolder10/0 || まゆEX || Mayu EX || CocoonEXZone || || 0 || 1 ||
|-
| /NewFolder/BSG || バトルシップ || Battleship || || || 0 || 1 ||
|-
| /NewFolder/BSG/0 || [シナリオ1] || [Scenario 1] || BattleShipGalaxy || || 0 || 1 ||
|-
| /NewFolder/BSG/0 || [シナリオ2] || [Scenario 2] || BattleShipGalaxy || || 0 || 2 ||
|-
| /NewFolder/BSG/0 || [シナリオ3] || [Scenario 3] || BattleShipGalaxy || || 0 || 3 ||
|-
| /NewFolder/BSG/BSZ || ゾーン || zone || || || 0 || 1 ||
|-
| /NewFolder/BSG/BSZ/0 || 対巨大要塞ゾーン || Giant fortress zone against || VsHugeBattleShipZone || A || 0 || 1 ||
|-
| /NewFolder/BSG/BSZ/0 || 分子構造惑星ゾーン || Molecular structure planet zone || BombheiLectureZone || A || 0 || 1 ||
|-
| /NewFolder/BSG/BSZ/0 || 宇宙機雷Gキャプチャーゾーン || Space Mine G Capture Zone || SpaceMineGCaptureZone || A || 0 || 1 ||
|-
| /NewFolder/BSG/BSZ/0 || 要塞内部移動用砲台ゾーン || Fortress internal movement barrel zone || MarioLancherLecture3Zone || A || 0 || 1 ||
|-
| /NewFolder/BSG/BSZ/0 || 移動用砲台楕円惑星ゾーン || Mobile turret elliptical planet zone || MarioLancherLecture2Zone || A || 0 || 1 ||
|-
| /NewFolder/BSG/BSZ/0 || 要塞内部重力反転ゾーン || Fortress internal gravity reversal zone || UfoGravityTurnOverZone || A || 0 || 3 ||
|-
| /NewFolder/BSG/BSZ/0 || 要塞内部ジャンプビーマーゾーン || Fortress internal jumping beer zone || FortressJumpBeamerZone || A || 0 || 3 ||
|-
| /NewFolder/BSG/BSZ/0 || 球状穴ぼこキラーゾーン || Globic hole buckwheat killer zone || BattleShipKillerPlanetZone\StageData || A || 0 || 1 ||
|-
| /NewFolder/BSG/BSZ/0 || トライレッグボスゾーン || Tri -Leg Boss Zone || TriPodBossZone || A || 0 || 3 ||
|-
| /NewFolder/BSG/BSZ/0 || 要塞タイムアタックゾーン || Fortress time attack zone || BombTimeAttackZone || A || 0 || 1 ||
|-
| /NewFolder/BSG/BSS || 試作 || Trial production || || || 0 || 1 ||
|-
| /NewFolder/BSG/BSS/0 || 対要塞試作00ゾーン || Test for the fortress 00 zone || VsHugeBattleShipT00Zone || A || 0 || 1 ||
|-
| /NewFolder/BSG/BSS/0 || 要塞内部ジャンプガーダーゾーン || Fortress internal jumping garment zone || BattleShipJumpGuarderZone || A || 0 || 3 ||
|-
| /NewFolder/BSG/BSS/0 || UFOジャンプガーダー2ゾーン || UFO Jump Guarder 2 Zone || UfoJumpGuarderZone || C || 0 || 3 ||
|-
| /NewFolder/BSG/BSS/0 || UFOベーゴマンゾーン || UFO Begoman Zone || UfoBegomanZone || C || 0 || 3 ||
|-
| /NewFolder/BSG/BSS/0 || 林田ギャラクシー || Hayashida Galaxy || BattleShipGalaxyTrial || || 0 || 1 ||
|-
| /NewFolder/BSG/BSS/0 || ジャンプガーターゾーン || Jump garter zone || UfoInside1Zone || C || 0 || 3 ||
|-
| /NewFolder/BSG/BSS/0 || Y字惑星ゾーン || Y -character planet zone || YShapePlanetZone || || 0 || 3 ||
|-
| /NewFolder/BSG/BSS/0 || UFOツキダシクンゾーン || UFO Tsukida Kunzon || UfoTsukidashiKunZone || || 0 || 3 ||
|-
| /NewFolder/BSG/BSS/0 || UFOジライラゾーン || UFO Jirilla Zone || UfoJirairaZone || || 0 || 3 ||
|-
| /NewFolder/BSG/BSS/0 || 球状キラーゾーン || Glossy killer zone || SubordineteGamilassZone || || 0 || 3 ||
|-
| /NewFolder/BSG/BSS/0 || ボム兵レクチャー || Bomb soldier lecture || BombheiLectureOld1Zone || || 0 || 1 ||
|-
| /NewFolder/BSG/BSS/0 || 移動用砲台レクチャー || Mobile turret lecture || MarioLancherLectureZone || || 0 || 1 ||
|-
| /NewFolder/BSG/BSS/0 || 戦艦内部 || Inside the battleship || HugeUfoInsideZone || || 0 || 3 ||
|-
| /NewFolder/BSG/BSS/0 || トライアングルUFO || Triangle UFO || TriangleUfoZone || || 0 || 1 ||
|-
| /NewFolder/0 || ■クッパ戦1 || ■ Battle 1 || HosonoTest04 || || 0 || 1 ||
|-
| /NewFolder/0 || ウインドガーデン || Wind garden || CosmosGardenGalaxy || || 0 || 1 ||
|-
| /NewFolder/NewFolder22 || アイスボルケーノ || Ice volcano || || || 0 || 1 ||
|-
| /NewFolder/NewFolder22/0 || アイスボルケーノギャラクシー || Ice Volcano Galaxy || IceVolcanoGalaxy || || 0 || 1 ||
|-
| /NewFolder/NewFolder22/NewFolder || ゾーン || zone || || || 0 || 1 ||
|-
| /NewFolder/NewFolder22/NewFolder/0 || 雪溶かしゲーム || Snow -melted game || YukidarumaZone || || 0 || 1 ||
|-
| /NewFolder/NewFolder22/NewFolder/0 || アステロイドベルトゾーン || Asteroid belt zone || AsteroidBeltZone || || 0 || 1 ||
|-
| /NewFolder/NewFolder22/NewFolder/0 || アイスリングAゾーンシナリオ1 || Ice ring A zone scenario 1 || IceRingAZone || A || 0 || 1 ||
|-
| /NewFolder/NewFolder22/NewFolder/0 || アイスリングAゾーンシナリオ2 || Ice ring A zone scenario 2 || IceRingAZone || B || 0 || 2 ||
|-
| /NewFolder/NewFolder22/NewFolder/0 || アイスリングBゾーンシナリオ3 || Ice ring B zone scenario 3 || IceRingBZone || || 0 || 3 ||
|-
| /NewFolder/NewFolder22/NewFolder/0 || みちひき惑星 || Michihiki planet || IceMichihikiZone || A || 0 || 1 ||
|-
| /NewFolder/NewFolder22/NewFolder/0 || スノーカプセルゾーン || Snow capsule zone || SnowCapsuleZone || A || 0 || 1 ||
|-
| /NewFolder/NewFolder22/NewFolder/0 || 溶岩サンドイッチテスト || Lava sandwich test || Sandwich || || 0 || 1 ||
|-
| /NewFolder/NewFolder22/NewFolder/0 || アイス溶岩島ゾーン || Ice lava island zone || IceLavaIslandZone || || 0 || 1 ||
|-
| /NewFolder/NewFolder22/NewFolder/0 || アイスネタテスト || Ice story test || IceHomeTestZone || A || 0 || 1 ||
|-
| /NewFolder/NewFolder22/NewFolder/0 || ファイアマリオネタテスト || Fire Mario Neta Test || IceHomeTest2Zone || || 0 || 1 ||
|-
| /NewFolder/NewFolder22/NewFolder/0 || 三角プレートゾーン || Triangle plate zone || FallTriangleZone || || 0 || 1 ||
|-
| /NewFolder/NewFolder22/NewFolder/0 || 流氷ゾーン || Drift ice zone || DriftIceZone || || 0 || 1 ||
|-
| /NewFolder/NewFolder22/NewFolder/0 || マウンテン || Mountain || IceMountainZone || A || 0 || 1 ||
|-
| /NewFolder/NewFolder22/NewFolder/0 || 氷土管迷路ゾーン || Ice clay maze zone || IceMazeWithPipeZone || || 0 || 1 ||
|-
| /NewFolder/NewFolder22/NewFolder/0 || ボルケーノプラネット || Volcano Planet || VolcanoPlanetZone || A || 0 || 1 ||
|-
| /NewFolder/0 || ファントム || phantom || PhantomGalaxy || || 0 || 1 ||
|-
| /NewFolder/NewFolder8 || サンドアイランド || Sand island || || || 0 || 1 ||
|-
| /NewFolder/NewFolder8/0 || サンドアイランドギャラクシー || Sand Island Galaxy || SandClockGalaxy || || 0 || 1 ||
|-
| /NewFolder/NewFolder8/Desert || ゾーン || zone || || || 0 || 1 ||
|-
| /NewFolder/NewFolder8/Desert/0 || 流砂2Dゾーン || 2D zone || QuickSand2DZone || || 0 || 1 ||
|-
| /NewFolder/NewFolder8/Desert/0 || 砂タワーゾーン || Sand tower zone || SandTowerZone || || 0 || 1 ||
|-
| /NewFolder/NewFolder8/Desert/0 || 砂ストリームゾーン || Sand stream zone || SandStreamZone || || 0 || 1 ||
|-
| /NewFolder/NewFolder8/Desert/0 || 砂川ゾーン || Sunagawa zone || SandRiverZone || || 0 || 1 ||
|-
| /NewFolder/NewFolder8/Desert/0 || 砂アップダウンゾーン1 || Sand -up Daun Zone 1 || SandUpDownZone || A || 0 || 1 ||
|-
| /NewFolder/NewFolder8/Desert/0 || 砂アップダウンゾーン2 || Sand -up Down Zone 2 || SandUpDownZone || B || 0 || 1 ||
|-
| /NewFolder/NewFolder8/Desert/0 || 砂島サンボゾーン || Sandland Sunbo Zone || SandIslandSamboZone || || 0 || 1 ||
|-
| /NewFolder/NewFolder8/Desert/0 || サンボキューブゾーン || Sambocube zone || SamboCubeZone || || 0 || 1 ||
|-
| /NewFolder/NewFolder8/Desert/0 || 砂漠ディスクゾーン || Desert Disk Zone || DesertDiskZone || || 0 || 1 ||
|-
| /NewFolder/NewFolder8/Desert/0 || 砂対流ゾーン || Sand -style zone || DesertConvectionZone || || 0 || 1 ||
|-
| /NewFolder/NewFolder8/Desert/0 || 砂時計ゾーン || Hourglass zone || SandGlassZone || || 0 || 1 ||
|-
| /NewFolder/NewFolder8/Desert/0 || 塔内部ゾーン || Tower internal zone || DesertInsideZone || || 0 || 1 ||
|-
| /NewFolder/NewFolder8/Desert/0 || デザートワームゾーン || Desert worm zone || DesertWormZone || || 0 || 1 ||
|-
| /NewFolder/NewFolder8/Desert/0 || ココポイハナゾーン || Coco Poi Hana Zone || CocoPoihanaZone || || 0 || 1 ||
|-
| /NewFolder/NewFolder8/Desert/0 || デザートオタキングゾーン || Dessert otaking zone || DesertOtakingZone || || 0 || 1 ||
|-
| /NewFolder/NewFolder || ダンジョンケイブ || Dungeon cave || || || 0 || 1 ||
|-
| /NewFolder/NewFolder/0 || [シナリオ1]幽霊船の呪術師をたおせ! || [Scenario 1] Defeat the magician on the ghost ship! || OceanPhantomCaveGalaxy || A || 0 || 1 ||
|-
| /NewFolder/NewFolder/0 || [シナリオ2]ガケの上の宝箱 || [Scenario 2] Treasure chest on the cliff || OceanPhantomCaveGalaxy || B || 0 || 2 ||
|-
| /NewFolder/NewFolder/0 || [シナリオ3]帰ってきた海のギャング || [Scenario 3] The sea gang returns || OceanPhantomCaveGalaxy || C || 0 || 3 ||
|-
| /NewFolder/NewFolder/0 || [シナリオ4]海底トンネルの秘宝 || [Scenario 4] The treasure of the seabed tunnel || OceanPhantomCaveGalaxy || D || 0 || 4 ||
|-
| /NewFolder/NewFolder/0 || [シナリオ5]J字惑星のスター || [Scenario 5] J-shaped planet star || OceanPhantomCaveGalaxy || E || 0 || 5 ||
|-
| /NewFolder/NewFolder/0 || [シナリオ6]月とウサギと亀 || [Scenario 6] Moon, rabbit, and turtle || OceanPhantomCaveGalaxy || F || 0 || 6 ||
|-
| /NewFolder/OCN || オーシャンリング || Ocean ring || || || 0 || 1 ||
|-
| /NewFolder/OCN/0 || [シナリオ1]海の中の木箱 || [Scenario 1] A wooden box in the sea || OceanRingGalaxy || || 0 || 1 ||
|-
| /NewFolder/OCN/0 || [シナリオ2]ひかるコウラをさがせ! || [Scenario 2] Find the shining Koura! || OceanRingGalaxy || || 0 || 2 ||
|-
| /NewFolder/OCN/0 || [シナリオ3]シャッチーリング || [Scenario 3] Shuttling || OceanRingGalaxy || || 0 || 3 ||
|-
| /NewFolder/OCN/0 || [シナリオ4]ペンギンレース || [Scenario 4] Penguin race || OceanRingGalaxy || || 0 || 4 ||
|-
| /NewFolder/OCN/0 || [シナリオ5]イエローチップ || [Scenario 5] Yellow chip || OceanRingGalaxy || || 0 || 5 ||
|-
| /NewFolder/OCN/0 || [シナリオ6]ガケ裏の宝箱 || [Scenario 6] Treasure chest behind the cliff || OceanRingGalaxy || || 0 || 6 ||
|-
| /NewFolder/OCN/0 || [シナリオ7]ブッシュポンプのナゾ || [Scenario 7] Bush pump mystery || OceanRingGalaxy || || 0 || 7 || [[Sea Slide Galaxy]] (OceanRingGalaxy) only has six stars in the final game.
|-
| /NewFolder/OCN/0 || [シナリオ8]マングローブのスター || [Scenario 8] Mangrove star || OceanRingGalaxy || || 0 || 8 || Ditto.
|-
| /NewFolder/TomorrowKingdom || オータムウッズ || Autumn Woods || || || 0 || 1 ||
|-
| /NewFolder/TomorrowKingdom/NewFolder || ゾーン || zone || || || 0 || 1 ||
|-
| /NewFolder/TomorrowKingdom/NewFolder/0 || リバースフォレストホームゾーン || Reverse Forest Home Zone || ReverseForestHomeZone || || 0 || 1 ||
|-
| /NewFolder/CFGA || キャノンフリート || Cannon fleet || || || 0 || 1 ||
|-
| /NewFolder/CFGA/0 || [シナリオ1] || [Scenario 1] || CannonFleetGalaxy || || 0 || 1 ||
|-
| /NewFolder/CFGA/0 || [シナリオ2] || [Scenario 2] || CannonFleetGalaxy || || 0 || 2 ||
|-
| /NewFolder/CFGA/0 || [シナリオ3] || [Scenario 3] || CannonFleetGalaxy || || 0 || 3 ||
|-
| /NewFolder/CFGA/CFGZ || ゾーン || zone || || || 0 || 1 ||
|-
| /NewFolder/CFGA/CFGZ/0 || ビーマーラッシュゾーン || Beamer rush zone || BeamerRushZone || A || 0 || 1 ||
|-
| /NewFolder/CFGA/CFGZ/0 || ボムタイムアタック2 || Bomb time attack 2 || BombTimeAttack2Zone || A || 0 || 1 ||
|-
| /NewFolder/CFGA/CFGZ/0 || ベーゴマン連星 || Begoman binaries || UfoBegomanChainedPlanetZone || A || 0 || 1 ||
|-
| /NewFolder/CFGA/CFGZ/0 || キャノン弾Gキャプチャー || Cannon bullet G capture || CannonGCaptureZone || A || 0 || 1 ||
|-
| /NewFolder/CFGA/CFGZ/0 || 絶壁登りゾーン || Cliff climbing zone || FortressCliffClimbZone || A || 0 || 1 ||
|-
| /NewFolder/CFGA/CFGZ/0 || 電撃ビリビリUFO || Dengeki Biribiri UFO || ElectricUfoZone || A || 0 || 1 ||
|-
| /NewFolder/CFGA/CFGZ/0 || ねじまき船団 || Screw fleet || ScrewFleetZone || A || 0 || 1 ||
|-
| /NewFolder/CFGA/CFGZ/0 || 2D重力回転ゾーン || 2D gravity rotation zone || CanonTurnOverZone || A || 0 || 3 ||
|-
| /NewFolder/CFGA/CFGZ/0 || 対巨大要塞レベル2ゾーン || Giant Fortress Level 2 Zone || VsHugeBattleShipLv2Zone || A || 0 || 2 ||
|-
| /NewFolder/CFGA/CFGZ/0 || ビームガン連星 || Beam gun star || UfoBegomanChainedPlanetZone || A || 0 || 3 ||
|-
| /NewFolder/CFGA/CNF || 試作 || Trial production || || || 0 || 1 ||
|-
| /NewFolder/CFGA/CNF/0 || 穴ぼこレーザー惑星 || Holes Boko Laser Planet || LaserPotholePlanetZone || A || 0 || 1 ||
|-
| /NewFolder/CFGA/CNF/0 || 巨大レーザー砲 || Giant laser gun || HugeLaserCannonZone || A || 0 || 1 ||
|-
| /NewFolder/CFGA/CNF/0 || ボスベーゴマン試作01 || Boss Bagoman prototype 01 || ElectricUfoTest01Zone || A || 0 || 1 ||
|-
| /NewFolder/CFGA/CNF/0 || ボスベーゴマン試作02 || Boss Bagoman prototype 02 || ElectricUfoTest02Zone || A || 0 || 1 ||
|-
| /NewFolder/CFGA/CNF/0 || ボスベーゴマン試作03 || Boss Bagoman prototype 03 || ElectricUfoTest03Zone || A || 0 || 1 ||
|-
| /NewFolder/CFGA/CNF/0 || ボスベーゴマン試作04 || Boss Bagoman prototype 04 || ElectricUfoTest04Zone || A || 0 || 1 ||
|-
| /NewFolder/CFGA/CNF/0 || ジライラホッパーゾーン || Jirilla Hopper Zone || JirairaHopperOrgZone || || 0 || 1 ||
|-
| /NewFolder/CFGA/CNF/0 || ビーマーラッシュ || Berman rush || BeamerRushZone || || 0 || 1 ||
|-
| /NewFolder/CFGA/CNF/0 || 移動用砲台迷路試作その1 || Mobile turret maze prototype part 1 || LauncherMazeOld1Zone || A || 0 || 1 ||
|-
| /NewFolder/CFGA/CNF/0 || ベーゴマンダンベル惑星 || Begomandanbell Planet || DumbbellBegomanPlanetZone || A || 0 || 1 ||
|-
| /NewFolder/CFGA/CNF/0 || レーザーどら焼き惑星 || Laser dorayaki planet || LaserDorayakiPlanetZone || A || 0 || 1 ||
|-
| /NewFolder/CFGA/CNF/0 || 巨大レーザー砲 || Giant laser gun || HugeLaserCannonZone || A || 0 || 1 ||
|-
| /NewFolder/CFGA/CNF/0 || 無敵ダッシュ || Invincible dash || IkkakuTimeAttackZone || || 0 || 1 ||
|-
| /NewFolder/CFGA/CNF/0 || キャノンフリートホーム || Canon Fleet Home || CannonFleetHomeZone || || 0 || 1 ||
|-
| /NewFolder/0 || ■クッパ戦2 || ■ Battle 2 || HosonoTest04 || || 0 || 1 ||
|-
| /NewFolder/FLG || フローターランド || Floater land || || || 16 || 1 ||
|-
| /NewFolder/FLG/0 || [シナリオ1] || [Scenario 1] || OceanFloaterLandGalaxy || || 0 || 1 ||
|-
| /NewFolder/FLG/0 || [シナリオ2] || [Scenario 2] || OceanFloaterLandGalaxy || || 0 || 2 ||
|-
| /NewFolder/FLG/0 || [シナリオ3] || [Scenario 3] || OceanFloaterLandGalaxy || || 0 || 3 || [[Buoy Base Galaxy]] (OceanFloaterLandGalaxy) only has two stars in the final game.
|-
| /NewFolder/FLG/OFLG || ゾーン || zone || || || 15 || 1 ||
|-
| /NewFolder/FLG/OFLG/0 || 水殻惑星 || Water planet || WaterShellZone || || 0 || 1 ||
|-
| /NewFolder/FLG/OFLG/0 || プクプクガンボル惑星 || Pukupuku Gambol Planet || PukupukuGambolZone || || 0 || 1 ||
|-
| /NewFolder/FLG/OFLG/0 || 海底火山惑星 || Submarine volcano planet || SubmarineVolcanoPlanetZone || || 0 || 1 ||
|-
| /NewFolder/FLG/OFLG/0 || オーシャンチャーチ惑星 || Ocean church planet || OceanChurchZone || || 0 || 1 ||
|-
| /NewFolder/FLG/OFLG/0 || フローターランド惑星 || Floater land planet || FloaterLandZone || || 0 || 1 ||
|-
| /NewFolder/HPG || ヘルプロミネンス || Hell prominence || || || 0 || 1 ||
|-
| /NewFolder/HPG/0 || [シナリオ1] || [Scenario 1] || HellProminenceGalaxy || || 0 || 1 ||
|-
| /NewFolder/HPG/0 || [シナリオ2] || [Scenario 2] || HellProminenceGalaxy || || 0 || 2 ||
|-
| /NewFolder/HPG/0 || [シナリオ3] || [Scenario 3] || HellProminenceGalaxy || || 0 || 3 ||
|-
| /NewFolder/HPG/YZN || 各ゾーン || Each zone || || || 10 || 1 ||
|-
| /NewFolder/HPG/YZN/0 || メラメラ全滅惑星 || Meramera annihilated planet || ExterminateMerameraPlanetZone || A || 0 || 1 ||
|-
| /NewFolder/HPG/YZN/0 || C型ドッスン惑星 || C type Dosun planet || HellTypeCDossunPlanetZone || A || 0 || 3 ||
|-
| /NewFolder/HPG/YZN/0 || マグマライジングゾーン || Magma Rising Zone || HellMagmaRisingZone || A || 0 || 2 ||
|-
| /NewFolder/HPG/YZN/0 || ディノパックンLv2 || Dinopakkun Lv2 || DinoPackunBattleLv2Zone || A || 0 || 3 ||
|-
| /NewFolder/HPG/YZN/0 || ヘルホーム:シナリオ1 || Hell home: Scenario 1 || HellHomeZone || A || 0 || 1 ||
|-
| /NewFolder/HPG/YZN/0 || ヘルホーム:シナリオ2 || Hell home: Scenario 2 || HellHomeZone || B || 0 || 2 ||
|-
| /NewFolder/HPG/YZN/0 || ヘルホーム:シナリオ3 || Hell home: Scenario 3 || HellHomeZone || C || 0 || 3 ||
|-
| /NewFolder/HPG/YZN/0 || ヘルGキャプチャーゾーン || Hell G Capture Zone || HellGcapZone || A || 0 || 1 ||
|-
| /NewFolder/HPG/YZN/0 || ヘル崩落回廊ゾーン || Hell collapse corridor zone || HellLavaFloatingZone || A || 0 || 1 ||
|-
| /NewFolder/HPG/YZN/0 || ヘルメテオゾーン || Hell meteor zone || HellMeteoZone || A || 0 || 1 ||
|-
| /NewFolder/HPG/YZN/0 || 回転地面2D惑星 || Rotated ground 2D planet || HellRotateGround2DPlanetZone || A || 0 || 3 ||
|-
| /NewFolder/HPG/YZN/0 || ヘルJ字キラー惑星 || Hell J -shaped killer planet || HellJKillerZone || A || 0 || 1 ||
|-
| /NewFolder/HPG/YZN/0 || ヘル貝殻惑星 || Hell shell planet || HellShellZone || A || 0 || 1 ||
|-
| /NewFolder/HPG/YZN/0 || ヘル溶岩半球惑星 || Hell lava hemispherical planet || HellPoolBZone || A || 0 || 1 ||
|-
| /NewFolder/HPG/YZN/0 || ヘル溶岩回転惑星 || Hell lava rotation planet || HellPoolAZone || A || 0 || 1 ||
|-
| /NewFolder/HPG/HPS || 試作 || Trial production || || || 0 || 1 ||
|-
| /NewFolder/HPG/HPS/0 || 元祖溶岩ギャラクシー || Original lava galaxy || LavaGalaxy || || 0 || 1 ||
|-
| /NewFolder/HPG/HPS/0 || 溶岩メテオ || Lava meteor || LavaMeteoZone || || 0 || 1 ||
|-
| /NewFolder/HPG/HPS/0 || 崩落回廊ゾーン || Collapse corridor zone || LavaFloatingZone || || 0 || 1 ||
|-
| /NewFolder/HPG/HPS/0 || J字キラー惑星 || J -shaped killer planet || JKillerStageZone || || 0 || 1 ||
|-
| /NewFolder/HPG/HPS/0 || 貝殻惑星 || Shell planet || ShellLavaZone || || 0 || 1 ||
|-
| /NewFolder/HPG/HPS/0 || 溶岩回転惑星 || Lava rotation planet || LavaPoolAZone || || 0 || 1 ||
|-
| /NewFolder/HPG/HPS/0 || 溶岩半球惑星 || Lava hemispherical planet || LavaPoolBZone || || 0 || 1 ||
|-
| /NewFolder/HPG/HPS/0 || Gキャプチャーゾーン || G Capture Zone || LavaGcapBZone || || 0 || 1 ||
|-
| /NewFolder/HPG/HPS/0 || 溶岩ホーム || Lava platform || LavaHomeZone || || 0 || 1 ||
|-
| /NewFolder/0 || オーロラフロスト || Aurora Frost || IceGalaxy || || 0 || 1 ||
|-
| /NewFolder/0 || エルデザート || El desert || DesertGalaxy || || 0 || 1 ||
|-
| /NewFolder/0 || メックプラント || Mech plant || FactoryGalaxy || || 0 || 1 ||
|-
| /NewFolder/NewFolder4 || マグマコロシアム || Magmakorosium || || || 0 || 1 ||
|-
| /NewFolder/NewFolder4/0 || マグマコロシアム(溶岩2) || Magmakorosium (lava 2) || LavaGalaxy || || 0 || 1 ||
|-
| /NewFolder/NewFolder4/NewFolder || 各ゾーン || Each zone || || || 0 || 1 ||
|-
| /NewFolder/NewFolder4/NewFolder/0 || フローターオタキング試作 || Flower otaking prototype || FloaterOtakingTest || || 0 || 1 ||
|-
| /NewFolder/NewFolder3 || ダークレインボー || Dark Rainbow || || || 0 || 1 ||
|-
| /NewFolder/NewFolder3/0 || ダークレインボー || Dark Rainbow || DarkRainbowGalaxy || || 0 || 1 ||
|-
| /NewFolder/0 || ■クッパ戦3 || ■ Battle 3 || HosonoTest04 || || 0 || 1 ||
|-
| /NewFolder/ || テレサマリオ2DEx || Teresa Mario 2D Ex || || || 0 || 1 ||
|-
| /NewFolder/0 || テレサマリオ2Dレースゾーン || Teresa Mario 2D race zone || TeresaMario2DRaceZone || || 0 || 1 ||
|-
| /NewFolder/0 || テレサ2Dゾーン || Teresa 2D Zone || Teresa2DZone || || 0 || 1 ||
|-
| /NewFolder/NewFolder5 || ハニークライム || Honey Climb || || || 0 || 1 ||
|-
| /NewFolder/NewFolder5/0 || ハニービーExギャラクシー || Honeybee Ex Galaxy || HoneyBeeExGalaxy || || 0 || 1 ||
|-
| /NewFolder/NewFolder5/NewFolder || 各ゾーン || Each zone || || || 0 || 1 ||
|-
| /NewFolder/NewFolder5/NewFolder/0 || カベのぼりEx(A)ゾーン || Wall climbing Ex (A) zone || WallClimbExAZone || || 0 || 1 ||
|-
| /NewFolder/NewFolder5/NewFolder/0 || カベのぼりEx(B)ゾーン || Wall climbing Ex (B) zone || WallClimbExBZone || || 0 || 1 ||
|-
| /NewFolder/NewFolder5/NewFolder/0 || カベのぼりEx(C)ゾーン || Wall climbing Ex (C) zone || WallClimbExCZone || || 0 || 1 ||
|-
| /NewFolder/TamakoroExLv1Galaxy || トライアルボール || Trial ball || || || 0 || 1 ||
|-
| /NewFolder/TamakoroExLv1Galaxy/0 || タマコロExLv1ギャラクシー || Tamakoro ExLv1 Galaxy || TamakoroExLv1Galaxy || || 0 || 1 ||
|-
| /NewFolder/TamakoroExLv1Galaxy/NewFolder || 各ゾーン || Each zone || || || 0 || 1 ||
|-
| /NewFolder/TamakoroExLv1Galaxy/NewFolder/0 || タマコロEx(A)ゾーン || Tamakoro Ex (A) Zone || TamakoroExAZone || || 0 || 1 ||
|-
| /NewFolder/TamakoroExLv2Galaxy || チャレンジボール || Challenge ball || || || 0 || 1 ||
|-
| /NewFolder/TamakoroExLv2Galaxy/0 || タマコロExLv2ギャラクシー || Tamakoro ExLv2 Galaxy || TamakoroExLv2Galaxy || || 0 || 1 ||
|-
| /NewFolder/TamakoroExLv2Galaxy/NewFolder || 各ゾーン || Each zone || || || 0 || 1 ||
|-
| /NewFolder/TamakoroExLv2Galaxy/NewFolder/0 || タマコロEx(B)ゾーン || Tamakoro Ex (B) Zone || TamakoroExBZone || || 0 || 1 ||
|-
| /NewFolder/NewFolder11 || トライアルバブル || Trial bubble || || || 0 || 1 ||
|-
| /NewFolder/NewFolder11/0 || キューブあわExLv1ギャラクシー || Cube Bubble ExLv1 Galaxy || CubeBubbleExLv1Galaxy || || 0 || 1 ||
|-
| /NewFolder/NewFolder11/NewFolder || 各ゾーン || Each zone || || || 0 || 1 ||
|-
| /NewFolder/NewFolder11/NewFolder/0 || あわEX(A) || Bubble EX (A) || CubeBubbleExAZone || || 0 || 1 ||
|-
| /NewFolder/NewFolder11/NewFolder/0 || あわEX(D) || Bubble EX (D) || CubeBubbleExDZone || || 0 || 1 ||
|-
| /NewFolder/NewFolder12 || チャレンジバブル || Challenge bubble || || || 0 || 1 ||
|-
| /NewFolder/NewFolder12/0 || キューブあわExLv2ギャラクシー || Cube Bubble ExLv2 Galaxy || CubeBubbleExLv2Galaxy || || 0 || 1 ||
|-
| /NewFolder/NewFolder12/NewFolder || 各ゾーン || Each zone || || || 0 || 1 ||
|-
| /NewFolder/NewFolder12/NewFolder/0 || あわEx(B)ゾーン || Bubble Ex (B) zone || CubeBubbleExBZone || || 0 || 1 ||
|-
| /NewFolder/NewFolder12/NewFolder/0 || あわEx(C)ゾーン || Bubble Ex (C) Zone || CubeBubbleExCZone || || 0 || 1 ||
|-
| /NewFolder/NewFolder13 || 過去のギャラクシー || Past Galaxy || || || 0 || 1 ||
|-
| /NewFolder/NewFolder13/0 || 旧溶岩ギャラクシー || Old lava galaxy || LavaGalaxy || || 0 || 1 ||
|-
| /NewFolder/NewFolder13/0 || 旧天文台外側 || Outside of the Observatory || AstroGalaxyOld || || 0 || 1 ||
|-
| /NewFolder/NewFolder13/0 || E3ギャラクシー || E3 galaxy || GalaxyStage || || 0 || 1 ||
|-
| /PLA || プランナー試作 || Planner prototype || || || 10 || 1 ||
|-
| /PLA/KZM || 小泉 || Koizumi || || || 15 || 1 || [[Yoshiaki Koizumi]]
|-
| /PLA/KZM/0 || テレサレース実験 || Teresa race experiment || TeresaMario2DTMPGalaxy || || 0 || 1 ||
|-
| /PLA/KZM/0 || 旧ヘブンリービーチ || Old Heavenly Beach || WaterHomeZone || || 0 || 1 ||
|-
| /PLA/KZM/0 || 旧オーシャンリング || Old ocean ring || OceanRingOldZone || || 0 || 1 ||
|-
| /PLA/KZM/0 || 旧フローターランド || Former floater land || KozWaterMapAZone || || 0 || 1 ||
|-
| /PLA/KZM/0 || 旧海底火山惑星 || Former seabed volcano planet || SeaVolcanoZone || || 0 || 1 ||
|-
| /PLA/KZM/0 || 旧幽霊船の洞窟 || Former ghost ship cave || KozWaterMapBZone || || 0 || 1 ||
|-
| /PLA/KZM/0 || 旧鉄砲水惑星 || Former gunfire planet || BallBallZone || || 0 || 1 ||
|-
| /PLA/KZM/0 || 旧海洋惑星実験C || Former Marine Planetary Experiment C || KozWaterMapCZone || || 0 || 1 ||
|-
| /PLA/KZM/0 || 旧海底火山惑星 || Former seabed volcano planet || SeaVolcanoZone || || 0 || 1 ||
|-
| /PLA/KZM/0 || 小泉テスト(塔実験) || Koizumi test (tower experiment) || KoizumiTest || || 0 || 1 ||
|-
| /PLA/KZM/0 || 小泉テスト2(プレイヤー調整用) || Koizumi Test 2 (for player adjustment) || KoizumiTest2 || || 0 || 1 ||
|-
| /PLA/KZM/0 || 小泉テスト3(クモ実験) || Koizumi Test 3 (Spider experiment) || KoizumiTest3 || || 0 || 1 ||
|-
| /PLA/KZM/0 || 小泉テスト4(湖) || Koizumi Test 4 (Lake) || KoizumiTest4 || || 0 || 1 ||
|-
| /PLA/KZM/0 || 小泉テスト5(タマコロステーション) || Koizumi Test 5 (Tamakoro Station) || KoizumiTest5 || || 0 || 1 ||
|-
| /PLA/KZM/0 || 小泉テスト6(たんぽぽが丘実験) || Koizumi Test 6 (Dandelion Hill Experiment) || KoizumiTest6 || || 0 || 1 ||
|-
| /PLA/KZM/0 || BattleMap || BattleMap || BattleMap || || 0 || 1 ||
|-
| /PLA/KZM/0 || BattleMap2 || BattleMap2 || BattleMap2 || || 0 || 1 ||
|-
| /PLA/HYD || 林田 || Hayashida || || || 5 || 1 || [[Koichi Hayashida]]
|-
| /PLA/HYD/PhantomGalaxy || ファントムギャラクシー || Phantom Galaxy || || || 0 || 1 ||
|-
| /PLA/HYD/PhantomGalaxy/0 || ファントムギャラクシー || Phantom Galaxy || PhantomGalaxy || || 0 || 1 ||
|-
| /PLA/HYD/PhantomGalaxy/0 || Gキャプチャーチュートリアルゾーン || G Capture Tutorial Zone || GCaptureTutorialZone || || 0 || 1 ||
|-
| /PLA/HYD/PhantomGalaxy/0 || 旧ファントムギャラクシー || Former Phantom Galaxy || PhantomGalaxyOld || || 0 || 1 ||
|-
| /PLA/HYD/NewFolder3 || フォレストギャラクシー || Forest Galaxy || || || 0 || 1 ||
|-
| /PLA/HYD/NewFolder3/0 || フォレストギャラクシー || Forest Galaxy || ForestGalaxy || || 0 || 1 ||
|-
| /PLA/HYD/NewFolder3/0 || フォレストホームゾーン || Forest home zone || ForestHomeZone || || 0 || 1 ||
|-
| /PLA/HYD/NewFolder3/0 || エリンギプラネットゾーン || Eringi plastic need zone || EringiPlanetZone || || 0 || 1 ||
|-
| /PLA/HYD/NewFolder3/0 || 花咲く惑星イメージ || Flowering planet image || FlowerPlanetZone || || 0 || 1 ||
|-
| /PLA/HYD/Desert || 砂漠ギャラクシー || Desert Galaxy || || || 0 || 1 ||
|-
| /PLA/HYD/Desert/0 || 砂漠ギャラクシー || Desert Galaxy || DesertGalaxy || || 0 || 1 ||
|-
| /PLA/HYD/Desert/NewFolder || テスト || test || || || 0 || 1 ||
|-
| /PLA/HYD/Desert/NewFolder/0 || 砂漠ホームテスト1 || Desert Home Test 1 || DesertHomeTest || || 0 || 1 ||
|-
| /PLA/HYD/Desert/NewFolder/0 || 砂漠ホームテスト2 || Desert Home Test 2 || DesertHomeTest2 || || 0 || 1 ||
|-
| /PLA/HYD/Desert/NewFolder/0 || 砂漠ホームテスト3 || Desert Home Test 3 || DesertHome3Test || || 0 || 1 ||
|-
| /PLA/HYD/NewFolder2 || アイスギャラクシー || Ice galaxy || || || 0 || 1 ||
|-
| /PLA/HYD/NewFolder2/0 || アイスギャラクシー || Ice galaxy || IceGalaxy || || 0 || 1 ||
|-
| /PLA/HYD/NewFolder2/NewFolder || ゾーン || zone || || || 0 || 1 ||
|-
| /PLA/HYD/NewFolder2/NewFolder/0 || アイスネタテスト || Ice story test || IceHomeTestZone || || 0 || 1 ||
|-
| /PLA/HYD/NewFolder2/NewFolder/0 || ファイアマリオネタテスト || Fire Mario Neta Test || IceHomeTest2Zone || || 0 || 1 ||
|-
| /PLA/HYD/NewFolder2/NewFolder/0 || 三角プレートゾーン || Triangle plate zone || FallTriangleZone || || 0 || 1 ||
|-
| /PLA/HYD/NewFolder2/NewFolder/0 || 流氷ゾーン || Drift ice zone || DriftIceZone || || 0 || 1 ||
|-
| /PLA/HYD/NewFolder2/NewFolder/0 || 氷土管迷路ゾーン || Ice clay maze zone || IceMazeWithPipeZone || || 0 || 1 ||
|-
| /PLA/HYD/FCT || ファクトリーギャラクシー || Factory Galaxy || || || 5 || 1 ||
|-
| /PLA/HYD/FCT/0 || ファクトリーギャラクシー || Factory Galaxy || FactoryGalaxy || || 0 || 1 ||
|-
| /PLA/HYD/FCT/FCT || ゾーン || zone || || || 0 || 1 ||
|-
| /PLA/HYD/FCT/FCT/0 || スペースステーションゾーン || Space station zone || SpaceStationZone || || 0 || 1 ||
|-
| /PLA/HYD/FCT/FCT/0 || 壁重力ゾーン || Wall gravity zone || WallGravityZone || || 0 || 1 ||
|-
| /PLA/HYD/FCT/FCT/0 || メカキノコゾーン || Mecha mushroom zone || MechaKinokoZone || || 0 || 1 ||
|-
| /PLA/HYD/FCT/FCT/0 || ドンケツゾーン || Donketsu Zone || DonketuZone || || 0 || 1 ||
|-
| /PLA/HYD/FCT/FCT/0 || クルーズDPDゾーン || Cruise DPD zone || CruiseDPDZone || || 0 || 1 ||
|-
| /PLA/HYD/FCT/FCT/0 || クッキー工場ゾーン || Cookie factory zone || CookieFactoryZone || || 0 || 1 ||
|-
| /PLA/HYD/FCT/FCT/0 || ファクトリー内部ゾーン || Factory internal zone || FactoryInsideZone || || 0 || 1 ||
|-
| /PLA/HYD/FCT/0 || 玉コロドンケツファクトリー1面 || Tama Kolodonketsu Factory 1 side || FactoryStar || A || 0 || 1 ||
|-
| /PLA/HYD/FCT/0 || 玉コロドンケツファクトリー2面以降 || Tama Kolodonketsu Factory 2 and later || FactoryStar || B || 0 || 1 ||
|-
| /PLA/HYD/BSG || バトルシップギャラクシー || Battle Ship Galaxy || || || 5 || 1 ||
|-
| /PLA/HYD/BSG/0 || ★バトルシップギャラクシー || ★ Battle Ship galaxy || BattleShipGalaxy || || 0 || 1 ||
|-
| /PLA/HYD/BSG/0 || 移動用砲台チュートリアルゾーン || Mobile turret tutorial zone || CanonTutorialZone || || 0 || 1 ||
|-
| /PLA/HYD/BSG/0 || 穴ぼこキラー惑星ゾーン || Hole Bakko Killer Planetary Zone || HoleAndKillerPlanetZone || || 0 || 1 ||
|-
| /PLA/HYD/BSG/0 || トライポッドボス惑星ゾーン || Tripod boss planet zone || TripodBossPlanetZone || || 0 || 1 ||
|-
| /PLA/HYD/BSG/0 || レーザー&ボムシップゾーン || Laser & Bomb Ship Zone || LaserAndBombShipZone || || 0 || 1 ||
|-
| /PLA/HYD/BSG/0 || ミニクリボー惑星ゾーン || Mini Kiribo Planet Zone || MiniKuriZone || || 0 || 1 ||
|-
| /PLA/HYD/BSG/0 || ダブルUFOゾーン || Double UFO zone || DoubleUFOZone || || 0 || 1 ||
|-
| /PLA/HYD/BSG/0 || ナットシップゾーン || Nutship zone || NutShipZone || || 0 || 1 ||
|-
| /PLA/HYD/BSG/0 || チョロプーシップゾーン || Choropoo Ship Zone || ChoroShipZone || || 0 || 1 ||
|-
| /PLA/HYD/BSG/0 || 風船ダンベルゾーン || Balloon dumbbell zone || BalloonDumbbellZone || || 0 || 1 ||
|-
| /PLA/HYD/BSG/0 || ドラヤキゾーン || Drayer zone || DorayakiZone || || 0 || 1 ||
|-
| /PLA/HYD/BSG/0 || バトルシップ中ボスゾーン || Battleship during boss zone || BattleShipBossZone || || 0 || 1 ||
|-
| /PLA/HYD/Zone || 個別ゾーン || Individual zone || || || 0 || 1 ||
|-
| /PLA/HYD/Zone/0 || 蜂蜜うさぎ追いかけテスト || Honey rabbit chasing test || RabbitHoneyMoonTest || || 0 || 1 ||
|-
| /PLA/HYD/Zone/0 || 回転床オタキングテスト || Rotated floor otaking test || RotateFloorOtakingTest || || 0 || 1 ||
|-
| /PLA/HYD/Zone/0 || フローターオタキングテスト || Floater otaking test || FloaterOtakingTest || || 0 || 1 ||
|-
| /PLA/HYD/Zone/0 || キューブバブルチュートリアルゾーン || Cube bubble tutorial zone || CubeBubbleTutorialZone || || 0 || 1 ||
|-
| /PLA/HYD/Zone/0 || 雪タイルゾーン || Snow tile zone || SnowClearZone || || 0 || 1 ||
|-
| /PLA/HYD/Zone/0 || 泡EXサンプル || Foam EX sample || BubbleAcross || || 0 || 1 ||
|-
| /PLA/HYD/Zone/0 || フリップブロックゾーン || Flip block zone || FlipBlockZone || || 0 || 1 ||
|-
| /PLA/HYD/Zone/0 || 穴円筒ゾーン || Hole cylindrical zone || HoleCylinderZone || || 0 || 1 ||
|-
| /PLA/HYD/Zone/0 || 穴球ゾーン || Hole ball zone || HoleSphereZone || || 0 || 1 ||
|-
| /PLA/HYD/Zone/0 || ツインフォールゾーン || Twinfall Zone || TwinFallLakeZone || || 0 || 1 ||
|-
| /PLA/HYD/Zone/0 || ポイハナプラネットゾーン || Poihana Plastic Zone || PoihanaPlanetZone || || 0 || 1 ||
|-
| /PLA/HYD/Zone/0 || 上下さかさま塔ゾーン || Upper and lower Sakaasama Tower Zone || UpDownTowerZone || || 0 || 1 ||
|-
| /PLA/HYD/Zone/0 || NEW電撃ビリビリ惑星 || NEW Dengeki Billibiri Planet || BegomanHomePlanetZone || || 0 || 1 ||
|-
| /PLA/HYD/Zone/0 || 玉コロがけっぷち || Tamakoro Cliff || TestBallNarrowRoad || || 0 || 1 ||
|-
| /PLA/HYD/NewFolder || ドラヤキ提案 || Drayaki proposal || || || 0 || 1 ||
|-
| /PLA/HYD/NewFolder/0 || ドラヤキ表スター || Drayaki table star || DorayakiZone || || 0 || 1 ||
|-
| /PLA/HYD/NewFolder/0 || ドラヤキ裏スター || Drayaki back star || DorayakiToBottomZone || || 0 || 1 ||
|-
| /PLA/HYD/COC || ココツイン提案 || Koco -in proposal || || || 5 || 1 ||
|-
| /PLA/HYD/COC/0 || ココポイハナ || Coco Poihana || CocoPoihana || || 0 || 1 ||
|-
| /PLA/HYD/COC/0 || 重力変換ココツインゾーン || Gravity conversion Koco -in zone || CocoGChange || || 0 || 1 ||
|-
| /PLA/HYD/PNT || ピーナッツ提案 || Peanut proposal || || || 5 || 1 ||
|-
| /PLA/HYD/PNT/0 || ピーナッツウニゾー提案 || Peanut Unizo proposal || PeanutUnizo || || 0 || 1 ||
|-
| /PLA/HYD/PNT/0 || ピーナッツプロミネンス提案 || Peanut prominence proposal || PeanutSun || || 0 || 1 ||
|-
| /PLA/HYD/PNT/0 || ピーナッツベーゴマン提案 || Peanut Begoman proposal || PeanutBegoman || || 0 || 1 ||
|-
| /PLA/HYD/CLP || クリップ効果 || Clip effect || || || 5 || 1 ||
|-
| /PLA/HYD/CLP/0 || クリップフロアテスト || Clip floor test || ClipFloorTest || || 0 || 1 ||
|-
| /PLA/HYD/CLP/0 || クリップフロアテスト2 || Clip floor test 2 || SpotLightFloorTest || || 0 || 1 ||
|-
| /PLA/HYD/CLP/0 || テレサの暗闇部屋 || Teresa's dark room || SpotLight3DFloorTest || || 0 || 1 ||
|-
| /PLA/HYD/TPD || 三脚ボス || Tripod boss || || || 5 || 1 ||
|-
| /PLA/HYD/TPD/0 || 三脚ボスE3砲台下6→13キノピオ || Review Boss E3 Broadcast 6 → 13 Kinopio || TriPodBossE3_L6to10VerKinopio || || 0 || 1 ||
|-
| /PLA/HYD/TPD/0 || 三脚ボスE3砲台下6→13 || Rules Boss E3 Broadcast 6 → 13 || TriPodBossE3_L6to10Ver || || 0 || 1 ||
|-
| /PLA/HYD/TPD/0 || 三脚ボスE3砲台下6→14 || Rules Boss E3 below 6 → 14 || TriPodBossE3_L6to12Ver || || 0 || 1 ||
|-
| /PLA/HYD/TPD/0 || 三脚ボスE3砲台上6→8 || Rulvin Boss E3 Gansetto 6 → 8 || TriPodBossE3_U6to8Ver || || 0 || 1 ||
|-
| /PLA/HYD/TPD/0 || 三脚ボスE3砲台6 || Rules boss E3 turret 6 || TriPodBossE3Ver || || 0 || 1 ||
|-
| /PLA/HYD/TPD/0 || 三脚ボスE3砲台8 || Tripod boss E3 turret 8 || TriPodBossE3Lv2Ver || || 0 || 1 ||
|-
| /PLA/HYD/TPD/0 || 三脚ボスE3砲台12 || Rules boss E3 turret 12 || TriPodBossE3Lv3Ver || || 0 || 1 ||
|-
| /PLA/HYD/TPD/0 || 三脚ボスE3砲台下 || Breath boss E3 shell || TriPodBossE3LowVer || || 0 || 1 ||
|-
| /PLA/HYD/TPD/0 || 三脚ボステスト4月2nd || Tripod Bostest April 2nd || TriPodBossTestFourth || || 0 || 1 || A time, wow! While no year is specified, it is likely 2006. The developers seemed most interested in Megaleg during 2006; he is featured in demos and trailers shown in 2006, but none shown in 2007.
"April 2nd" possibly refers to the second such test of April, rather than a test that occurred on April 2.
|-
| /PLA/HYD/TPD/0 || 三脚ボステスト4月 || Boast Bostst April || TriPodBossTestThird || || 0 || 1 || Ditto.
|-
| /PLA/HYD/TPD/0 || 三脚ボステスト3月 || Rules Bostst March || TriPodBossTestHayashida2 || || 0 || 1 || Ditto.
|-
| /PLA/HYD/TPD/0 || 三脚ボステスト2月 || Tripod Bostest February || TriPodBossTestHayashida || || 0 || 1 || Ditto.
|-
| /PLA/HYD/MRC || メルカトル || Mercattle || || || 5 || 1 ||
|-
| /PLA/HYD/MRC/0 || 電撃びりびり迷路ボムヘイ || Dengeki Bomhei Bombhei || MercatorElecRailMazeBomb || || 0 || 1 ||
|-
| /PLA/HYD/MRC/0 || 電撃びりびり迷路ビリキュー || Dengeki Birthy Maze Birikyu || MercatorElecRailMaze || || 0 || 1 ||
|-
| /PLA/HYD/MRC/0 || 電撃びりびり迷路(地形バージョン) || Dengeki Birri Maze (terrain version) || MercatorElecRailMazeStatic || || 0 || 1 ||
|-
| /PLA/HYD/MRC/0 || 中氷迷路 || Middle ice maze || MercatorMiddleMaze || || 0 || 1 ||
|-
| /PLA/HYD/MRC/0 || 小氷迷路 || Small ice cage || MercatorSmallMaze || || 0 || 1 ||
|-
| /PLA/HYD/MRC/0 || ビリキュー回廊 || Virikyu corridor || MercatorPathPlanet || || 0 || 1 ||
|-
| /PLA/HYD/MRC/0 || ビリキュー回廊縦 || Villy queue corridor vertical || MercatorPathPlanetV || || 0 || 1 ||
|-
| /PLA/HYD/MRC/0 || メルカトル法テスト || Mercator Law Test || MercatorTest || || 0 || 1 ||
|-
| /PLA/HYD/NewFolder4 || テスト || test || || || 0 || 1 ||
|-
| /PLA/HYD/NewFolder4/0 || テスト || test || HayashidaTest || || 0 || 1 ||
|-
| /PLA/HYD/NewFolder4/0 || TestBall || TestBall || TestBall || || 0 || 1 ||
|-
| /PLA/HYD/NewFolder4/0 || TestBallHard || TestBallHard || TestBallHard || || 0 || 1 ||
|-
| /PLA/HYD/NewFolder4/0 || CubeMaze || CubeMaze || CubeMaze || || 0 || 1 ||
|-
| /PLA/HYD/NewFolder4/0 || 太陽系イメージ || Image of solar system || SolarSystemTest || || 0 || 1 ||
|-
| /PLA/HYD/NewFolder4/0 || 旧ワキミズ惑星ゾーン || Former Around Planetary Zone || SpringWaterPlanetZone1003 || || 0 || 1 ||
|-
| /PLA/HYD/NewFolder4/0 || 大泡移動ゾーン || Large foam movement zone || BubbleAcross || || 0 || 1 ||
|-
| /PLA/HYD/NewFolder4/0 || 巨大マップパーツテスト || Giant map parts test || Sandwich || || 0 || 1 ||
|-
| /PLA/HYD/NewFolder4/0 || 玉コロビッグスノー || Tamakoro Big Snow || IronBallSliderTest || || 0 || 1 ||
|-
| /PLA/HYD/NewFolder4/0 || ムッサーネタテスト || Musa Neta Test || WindValleyImage || || 0 || 1 ||
|-
| /PLA/HYD/NewFolder4/0 || スペースコロニーEX || Space Colony EX || SpaceColony || || 0 || 1 ||
|-
| /PLA/TJM || 辻村 || Tsujimura || || || 5 || 1 || [[Daisuke Tsujimura]]
|-
| /PLA/TJM/OCN || オーシャン || Ocean || || || 6 || 1 ||
|-
| /PLA/TJM/OCN/0 || ココツイン || Koco -in || CoCoTwinZone || || 0 || 1 ||
|-
| /PLA/TJM/OCN/0 || タコツボ || Octopus bumps || OctopusTrapZone || || 0 || 1 ||
|-
| /PLA/TJM/OCN/0 || フローターランドA || Floater land A || FloaterLandZone || A || 0 || 1 ||
|-
| /PLA/TJM/OCN/0 || フローターランドB || Floater land B || FloaterLandZone || B || 0 || 1 ||
|-
| /PLA/TJM/OCN/0 || フローターランドC || Floater land C || FloaterLandZone || C || 0 || 1 ||
|-
| /PLA/TJM/OCN/0 || フローターランドD || Floater land D || FloaterLandZone || D || 0 || 1 ||
|-
| /PLA/TJM/OCN/0 || 亀あてレクチャーゾーン || Turtle Lecture Zone || OceanTurtleLectureZone || || 0 || 1 ||
|-
| /PLA/TJM/LVA || 溶岩 || lava || || || 2 || 1 ||
|-
| /PLA/TJM/LVA/0 || 溶岩半球惑星 || Lava hemispherical planet || LavaPoolBZone || || 0 || 1 ||
|-
| /PLA/TJM/LVA/0 || 溶岩回転惑星 || Lava rotation planet || LavaPoolAZone || || 0 || 1 ||
|-
| /PLA/TJM/OCT || 実験 || experiment || || || 6 || 1 ||
|-
| /PLA/TJM/OCT/0 || 三脚Lv2 || Syujin Lv2 || TriPodBossLavaTest00Zone || || 0 || 1 ||
|-
| /PLA/TJM/OCT/0 || ファクトリー内側 || Inside the factory || FactoryInside || || 0 || 1 ||
|-
| /PLA/TJM/OCT/0 || おおあわ実験ゾーン || Ohwa experimental zone || BigBubbleTestZone || || 0 || 1 ||
|-
| /PLA/TJM/OCT/0 || 海洋回転惑星 || Ocean rotation planet || OceanRotatePlanetZone || || 0 || 1 ||
|-
| /PLA/SHI || 白井 || Shirai || || || 15 || 1 || [[Futoshi Shirai]]
|-
| /PLA/SHI/0 || ベルコンEX || Belcon EX || BeltConveyerExZone || || 0 || 1 ||
|-
| /PLA/SHI/0 || ファントムギャラクシー || Phantom Galaxy || PhantomGalaxy || || 0 || 1 ||
|-
| /PLA/SHI/0 || 重力回転バイキング || Gravity rotation buffet || CommonBlocks || || 0 || 1 ||
|-
| /PLA/SHI/0 || 音符実験 || Museum experiment || BattleMap2 || || 0 || 1 ||
|-
| /PLA/SHI/0 || うさぎ迷路キューブ || Rabbit maze cube || IceCubeStage || || 0 || 1 ||
|-
| /PLA/SHI/0 || エリンギ遺跡改 || Eringi land remains || EringiTornado || || 0 || 1 ||
|-
| /PLA/SHI/0 || エリンギEX(土星) || Eringi EX (Saturn) || SaturnEx || || 0 || 1 ||
|-
| /PLA/SHI/0 || トイステーション || Toy station || TrainPlanet || || 0 || 1 ||
|-
| /PLA/SHI/0 || スピンドライバー祭り || Spin River Festival || SpinDriverFestival || || 0 || 1 ||
|-
| /PLA/SHI/0 || 100匹クリボー || 100 animals || SlopeTest || || 0 || 1 ||
|-
| /PLA/SHI/0 || クリボーミニ惑星 || Criboe Mini Planet || MiniKuriStage || || 0 || 1 ||
|-
| /PLA/SHI/0 || J型キラー惑星 || J -type killer planet || JKillerStage || || 0 || 1 ||
|-
| /PLA/SHI/0 || ヨッシー惑星EX || Yoshi Planet EX || MercatorEx || || 0 || 1 ||
|-
| /PLA/SHI/0 || 惑星渡り継ぎネタ || Planet over || PlanetCollection || || 0 || 1 ||
|-
| /PLA/SHI/0 || 惑星無限回廊 || Planet an infinite corridor || InfinityLoopPlanet || || 0 || 1 ||
|-
| /PLA/SHI/0 || 惑星壁ジャンプ実験場 || Planetary wall jumping experimental site || WallJumpTest || || 0 || 1 ||
|-
| /PLA/SHI/0 || 汎用マップパーツ || General -purpose map parts || CommonMapParts || || 0 || 1 ||
|-
| /PLA/SHI/0 || エリンギ遺跡 || Eryngii ruins || Eringi || || 0 || 1 ||
|-
| /PLA/SHI/0 || エリンギ遺跡(0209) || Eringi Real Real (0209) || EringiKeep || || 0 || 1 ||
|-
| /PLA/SHI/0 || エリンギ遺跡(0120) || Eringi Land Reals (0120) || EringiBack || || 0 || 1 ||
|-
| /PLA/SHI/0 || 脳トレEX || Brain training EX || NoEx || || 0 || 1 ||
|-
| /PLA/SHI/0 || ヨッシーDPD || Yoshi DPD || YoshiDpdNew || || 0 || 1 ||
|-
| /PLA/SHI/0 || ジャングルクルーズDPD || Jungle Cruise DPD || AmidaExNew || || 0 || 1 ||
|-
| /PLA/SHI/0 || 和風EX || Japanese style EX || KomaEX || || 0 || 1 ||
|-
| /PLA/SHI/0 || アナボコEX || Anaboko EX || SampleEX || || 0 || 1 ||
|-
| /PLA/SHI/0 || シーソーEX || Seiso EX || SeesawEx || || 0 || 1 ||
|-
| /PLA/SHI/0 || コインホップEX || Coin hop EX || CoinEx || || 0 || 1 ||
|-
| /PLA/SHI/0 || スターEX || Star EX || StarEx || || 0 || 1 ||
|-
| /PLA/SHI/0 || ディグダグキューブEX || Diga dug cube EX || BrokenStar || || 0 || 1 ||
|-
| /PLA/SHI/0 || トレインステーション || Train station || Bridge || || 0 || 1 ||
|-
| /PLA/SHI/0 || バッタンドミノ || Grasshopper || Domino || || 0 || 1 ||
|-
| /PLA/SHI/0 || スペースバイキング || Space buffet || SpaceShip || || 0 || 1 ||
|-
| /PLA/SHI/0 || 島惑星ドルピック || Island Planet Dolpic || dolphin || || 0 || 1 ||
|-
| /PLA/SHI/0 || くるくるEX || Kurukurukuru EX || MapParts || || 0 || 1 ||
|-
| /PLA/SHI/0 || 太陽EX || Sun EX || Saturn || || 0 || 1 ||
|-
| /PLA/SHI/0 || 汎用マップパーツ || General -purpose map parts || CommonMapParts || || 0 || 1 ||
|-
| /PLA/SHI/0 || 汎用積木マップパーツ || General -purpose bracket map parts || CommonBlocks || || 0 || 1 ||
|-
| /PLA/SHI/0 || スペースパーク || Space park || Dokan || || 0 || 1 ||
|-
| /PLA/SHI/0 || レボコン || Revocon || Revocon || || 0 || 1 ||
|-
| /PLA/KBT || 川端 || Kawabata || || || 8 || 1 || [[Toshihiro Kawabata]]
|-
| /PLA/KBT/TMP || 作業用 || For work || || || 8 || 1 ||
|-
| /PLA/KBT/TMP/0 || TempMapA || TempMapA || TempMapA || || 0 || 1 ||
|-
| /PLA/KBT/TMP/0 || TempMapB || TempMapB || TempMapB || || 0 || 1 ||
|-
| /PLA/KBT/TMP/0 || TempMapC || TempMapC || TempMapC || || 0 || 1 ||
|-
| /PLA/KBT/TMP/0 || TempMapD || TempMapD || TempMapD || || 0 || 1 ||
|-
| /PLA/KBT/TMP/0 || TempMapE || TempMapE || TempMapE || || 0 || 1 ||
|-
| /PLA/KBT/TMP/0 || JmapTest || JmapTest || JmapTest || || 0 || 1 ||
|-
| /PLA/KBT/TMP/0 || ConfigTestStage || ConfigTestStage || ConfigTestStage || || 0 || 1 ||
|-
| /PLA/KBT/TMP/0 || T7fTestStage || T7fTestStage || T7fTestStage || || 0 || 1 ||
|-
| /PLA/KBT/0 || オニマス惑星ゾーン || Onimus planet zone || OnimasuZone || || 0 || 1 ||
|-
| /PLA/KBT/0 || ゴルフ惑星A || Golf Planet A || GolfPlanet || A || 0 || 1 ||
|-
| /PLA/KBT/0 || ゴルフ惑星B || Golf Planet B || GolfPlanet || B || 0 || 1 ||
|-
| /PLA/KBT/0 || ゴルフ惑星C || Golf Planet C || GolfPlanet || C || 0 || 1 ||
|-
| /PLA/KBT/0 || どうぶつのマップ || Animal map || DrumMap || || 0 || 1 ||
|-
| /PLA/KBT/0 || キューブステージ || Cube stage || CubeCubeCube || || 0 || 1 ||
|-
| /PLA/KBT/0 || E3用EXステージ || EX stage for E3 || E3Ex || || 0 || 1 ||
|-
| /PLA/KBT/0 || StarManFort2 || StarManFort2 || StarManFort2 || || 0 || 1 ||
|-
| /PLA/KBT/0 || StarManMap || StarManMap || StarManMap || || 0 || 1 ||
|-
| /PLA/kkn || かきぬま || Kakinuma || || || 10 || 1 || [[Haruka Kakinuma]]
|-
| /PLA/kkn/NewFolder6 || クッパ戦Vs3ギャラクシー || Battle VS3 Galaxy || || || 0 || 1 ||
|-
| /PLA/kkn/NewFolder6/0 || クッパ戦Vs3本戦 || Battle VS3 Battle || KoopaBattleVs3BossZone || || 0 || 1 ||
|-
| /PLA/kkn/NewFolder6/0 || クッパ戦Vs3ギャラクシー || Battle VS3 Galaxy || KoopaBattleVs3Galaxy || || 0 || 1 ||
|-
| /PLA/kkn/NewFolder5 || ファントムギャラクシー || Phantom Galaxy || || || 5 || 1 ||
|-
| /PLA/kkn/NewFolder5/0 || クモの巣ゾーン(0220試作) || Spider nest zone (0220 prototype) || PhantomNest0220Zone || || 0 || 1 ||
|-
| /PLA/kkn/NewFolder5/0 || ぽよぽよ惑星ゾーン || Poyopoyo Planetary Zone || PoyoPoyoPlanetZone || || 0 || 1 ||
|-
| /PLA/kkn/NewFolder5/0 || ファントム星クズの星ゾーン || Phantom Star Kuzu's Star Zone || PhantomStarDustPlanetZone || || 0 || 1 ||
|-
| /PLA/kkn/NewFolder5/0 || ファントムクモの巣ゾーン || Phantom mud nest zone || PhantomNestZone || || 0 || 1 ||
|-
| /PLA/kkn/NewFolder5/0 || ファントム穴ぼこゾーン || Phantom holes Boko Zone || PhantomHoleZone || || 0 || 1 ||
|-
| /PLA/kkn/NewFolder5/0 || ファントム氷メイロ惑星ゾーン || Phantom ice Mayiro planet zone || PhantomIceMaze || || 0 || 1 ||
|-
| /PLA/kkn/NewFolder5/0 || ファントム宇宙墓場ゾーン || Phantom Space Graveyard Zone || PhantomSpaceGraveyard || || 0 || 1 ||
|-
| /PLA/kkn/NewFolder5/0 || ファントムトゥームスパイダーゾーン || Phantom Tomb Spider Zone || PhantomBossSpider || || 0 || 1 ||
|-
| /PLA/kkn/NewFolder5/0 || ファントム星のたまごゾーン || Phantom star egg zone || StarEggMapZone || || 0 || 1 ||
|-
| /PLA/kkn/NewFolder4 || 溶岩ギャラクシー || Lava galaxy || || || 5 || 1 ||
|-
| /PLA/kkn/NewFolder4/0 || 溶岩ホーム || Lava platform || LavaHome || || 0 || 1 ||
|-
| /PLA/kkn/NewFolder3 || テスト || test || || || 10 || 1 ||
|-
| /PLA/kkn/NewFolder3/NewFolder3 || キャノンフリートG関連 || Cannon Fleet G related || || || 0 || 1 ||
|-
| /PLA/kkn/NewFolder3/NewFolder3/0 || 2D重力回転ゾーン || 2D gravity rotation zone || CanonTurnOverZone || || 0 || 1 ||
|-
| /PLA/kkn/NewFolder3/NewFolder2 || ヘルプロミネンスG関連 || Hell Prominence G related || || || 0 || 1 ||
|-
| /PLA/kkn/NewFolder3/NewFolder2/0 || 新生平面EX || Shinsei plane EX || NewPlaneEX || || 0 || 1 ||
|-
| /PLA/kkn/NewFolder3/NewFolder || クッパ戦 || War || || || 0 || 1 ||
|-
| /PLA/kkn/NewFolder3/NewFolder/0 || クッパ戦vs1テスト || Battle VS1 Test || KoopaBattleVS1MapTest || || 0 || 1 ||
|-
| /PLA/kkn/NewFolder3/0 || スターラインテスト || Star Line test || StarLineTest || || 0 || 1 ||
|-
| /PLA/kkn/NewFolder3/0 || バースデーケーキステージ || Birthday cake stage || BirthdayCakeStage || || 0 || 1 ||
|-
| /PLA/kkn/NewFolder3/0 || KakiTestStage || KakiTestStage || KakiTestStage || || 0 || 1 ||
|-
| /PLA/kkn/NewFolder3/0 || ★花咲く惑星竹内さん用(もぐっちいます) || ★ For the flower blooming planet Takeuchi || FlowerPlanetTakeuchi || || 0 || 1 ||
|-
| /PLA/kkn/NewFolder3/0 || テレサマリオコースゾーンバグ検出用 || For Teresa Mario Course Zone Bug detection || TeresaMarioCourseZoneBag || || 0 || 1 ||
|-
| /PLA/kkn/NewFolder3/0 || 3つの木 || Three trees || ThreeTreePlanet || || 0 || 1 ||
|-
| /PLA/kkn/NewFolder3/0 || 浮島テストマップ || Ukishima test map || SpringWaterFloaterTest || || 0 || 1 ||
|-
| /PLA/kkn/NewFolder3/0 || メルカトルテストマップ || Mercattle test map || MercatorTestMap || || 0 || 1 ||
|-
| /PLA/kkn/NewFolder3/0 || ワキミズ惑星古い(林田さんに貰った古いver.) || Wakimizu planet old (old ver from Mr. Hayashida) || SpringWaterPlanetZoneOld || || 0 || 1 ||
|-
| /PLA/kkn/NewFolder3/0 || ワキミズ浮島惑星B(実験中) || Wakimizu Ukishima Planet B (during experiment) || SmallSpringWaterPlanetB || || 0 || 1 ||
|-
| /PLA/kkn/NewFolder3/0 || ワキミズ浮島惑星(実験中) || Wakimizu Ukishima Planet (during experiment) || SmallSpringWaterPlanet || || 0 || 1 ||
|-
| /PLA/kkn/NewFolder3/0 || 柿沼用溶岩ホーム || Lava platform for Kakinuma || LavaHomeKakinuma || || 0 || 1 ||
|-
| /PLA/kkn/NewFolder3/0 || 横部さん用溶岩ホーム || Lava platform for skiing || LavaHomeYokobe || || 0 || 1 ||
|-
| /PLA/kkn/NewFolder3/0 || ブロックテスト || Block test || BlockTestMap || || 0 || 1 ||
|-
| /PLA/kkn/NewFolder3/0 || くも床テスト || Kumo floor test || PhantomSpider || || 0 || 1 ||
|-
| /PLA/kkn/NewFolder3/0 || 古い星くずの星 || Older stars || StarDustPlanet || || 0 || 1 ||
|-
| /PLA/kkn/NewFolder3/0 || 星のたまごテストバグ || Star egg test bug || StarEggMapBag || || 0 || 1 ||
|-
| /PLA/kkn/NewFolder3/0 || 土管テスト || Clay pipe test || PipeTestMap || || 0 || 1 ||
|-
| /PLA/kkn/NewFolder3/0 || 音符オブジェ || Note object || NoteObjStageA || || 0 || 1 ||
|-
| /PLA/kkn/NewFolder3/0 || オタロック:溶岩ホーム火山内部 || Otarock: Inside the Lava Home Volcano || OtaRockStage || || 0 || 1 ||
|-
| /PLA/kkn/NewFolder3/0 || 新べーゴマン連星 || New Begoman Ren || BegomanIslandB || || 0 || 1 ||
|-
| /PLA/kkn/NewFolder3/0 || 電撃ビリビリ惑星 || Dengeki Biribiri Planet || ElectricStage || || 0 || 1 ||
|-
| /PLA/kkn/NewFolder3/0 || テストステージE3 || Test stage E3 || KakinumaTest || || 0 || 1 ||
|-
| /PLA/kkn/NewFolder2 || ファントムケイブギャラクシー || Phantom Cave Galaxy || || || 5 || 1 ||
|-
| /PLA/kkn/NewFolder2/0 || テレサマリオコースゾーン || Teresa Mario Course Zone || TeresaMarioCourseZone || || 0 || 1 ||
|-
| /PLA/kkn/NewFolder2/0 || ポールウニゾー惑星 || Paul Unizo planet || PoleUnizoZone || || 0 || 1 ||
|-
| /PLA/kkn/NewFolder2/0 || J字水惑星 || J -shaped water planet || JWaterZone || || 0 || 1 ||
|-
| /PLA/kkn/NewFolder2/0 || ウサギと亀と月ゾーン || Rabbit, turtle and moon zone || RabbitMoonZone || || 0 || 7 ||
|-
| /PLA/kkn/NewFolder || フォレストギャラクシー || Forest Galaxy || || || 5 || 1 ||
|-
| /PLA/kkn/NewFolder/0 || 花咲く惑星ゾーン || Flowering planet zone || FlowerPlanetZone || || 0 || 1 ||
|-
| /PLA/ikkaku || 一角 || Ikkaku || || || 0 || 1 || [[Takayuki Ikkaku]]
|-
| /PLA/ikkaku/0 || あわEX(A) || Bubble EX (A) || CubeBubbleEXAZone || || 0 || 1 ||
|-
| /PLA/ikkaku/0 || あわEX(B) || Bubble EX (B) || CubeBubbleEXBZone || || 0 || 1 ||
|-
| /PLA/ikkaku/0 || あわEX(C) || Bubble EX (C) || CubeBubbleEXCZone || || 0 || 1 ||
|-
| /PLA/ikkaku/0 || あわEX(D) || Bubble EX (D) || CubeBubbleExDZone || || 0 || 1 ||
|-
| /PLA/ikkaku/0 || かつてのタイムアタックゾーン || Former time attack zone || OldTimeAttackZone || || 0 || 1 ||
|-
| /PLA/ikkaku/0 || まゆEX || Mayu EX || CocoonEXZone || || 0 || 1 ||
|-
| /PLA/ikkaku/0 || キャノン砲Gキャプチャゾーン || Canon gun G capture zone || CannonGCaptureZone || || 0 || 1 ||
|-
| /PLA/ikkaku/0 || タイムアタックゾーン・一角試作 || Time Attack Zone / Square Prototype || IkkakuTimeAttackZone || || 0 || 1 ||
|-
| /PLA/ikkaku/0 || アステロイドベルトゾーン || Asteroid belt zone || AsteroidBeltZone || || 0 || 1 ||
|-
| /PLA/ikkaku/0 || かべわたり(A)ゾーン || Kabawa (A) Zone || WallCrossAZone || || 0 || 1 ||
|-
| /PLA/ikkaku/0 || かべわたり(B)ゾーン || Kabawa (B) zone || WallCrossBZone || || 0 || 1 ||
|-
| /PLA/ikkaku/0 || 天文台外側負荷実験 || Observatory outside the outside load experiment || IkkakuAstroGalaxy || || 0 || 1 ||
|-
| /PLA/ikkaku/0 || キノピオの挑戦状 || Kinopio challenge letter || IkkakuTest || || 0 || 1 ||
|-
| /PLA/菅野 || 菅野 || Kanno || || || 0 || 1 || [[Ryutaro Kanno]]
|-
| /PLA/菅野/0 || ボルケーノプラネットテスト || Volcano Planet Test || VolcanoPlanetZone || || 0 || 1 ||
|-
| /PLA/菅野/0 || アイスマウンテンテスト || Iced Ice Mountain Test || IceMountainZone || || 0 || 1 ||
|-
| /PLA/菅野/0 || 暗闇2 || Darkness 2 || PhantomDarknessRoomZone || || 0 || 1 ||
|-
| /PLA/菅野/0 || 重力反転2D || Gravity reversal 2D || TestMapKannoA || || 0 || 1 ||
|-
| /DES || デザイナー試作 || Designer prototype || || || 10 || 1 ||
|-
| /DES/HashimotoTest || 橋本 || Hashimoto || || || 0 || 1 || [[Kazunori Hashimoto]]
|-
| /DES/HashimotoTest/0 || 橋本テストステージ1 || Hashimoto Test Stage 1 || HashimotoTest || || 0 || 1 ||
|-
| /DES/HashimotoTest/0 || 橋本テストステージ2 || Hashimoto Test Stage 2 || HashimotoTest2Map || || 0 || 1 ||
|-
| /DES/NewFolder2 || 竹村 || Takemura || || || 0 || 1 || [[Hiromu Takemura]]
|-
| /DES/NewFolder2/0 || 試作1(TakemuraTestA) || Prototype 1 (TakemuraTestA) || TakemuraTestA || || 0 || 1 ||
|-
| /DES/NewFolder2/0 || 試作2(TakemuraTestB) || Prototype 2 (TakemuraTestB) || TakemuraTestB || || 0 || 1 ||
|-
| /DES/SNM || 新元 || Shingen || || || 15 || 1 ||
|-
| /DES/SNM/0 || アイスマウンテン || Ice mountain || TestMapKannoB || A || 0 || 1 ||
|-
| /DES/SNM/CAM || 球状カメラテスト || Globic camera test || || || 15 || 1 ||
|-
| /DES/SNM/CAM/0 || 球状カメラテスト1 || Glossy camera test 1 || SphereCameraTest01a || || 0 || 1 ||
|-
| /DES/SNM/CAM/0 || 球状カメラテスト2 || Glossy camera test 2 || SphereCameraTest02b || || 0 || 1 ||
|-
| /DES/SNM/CAM/0 || 球状カメラテスト3 || Glossy camera test 3 || SphereCameraTest03c || || 0 || 1 ||
|-
| /DES/SNM/0 || 蟻の巣 || Ant's nest || AntNest || || 0 || 1 ||
|-
| /DES/SNM/0 || オーシャンリング実験 || Oceaning experiment || PlanetTwinPlane || || 0 || 1 ||
|-
| /DES/SNM/0 || プチプラネット火山 || Petit Planet Volcano || PuchiPlanetVolcano || || 0 || 1 ||
|-
| /DES/SNM/0 || 鳥と昆虫の惑星(散策地形) || Planets for birds and insects (stroll terrain) || GravityGlobe || || 0 || 1 ||
|-
| /DES/SNM/0 || アリンコ実験 || Arinko experiment || AntNestTest || || 0 || 1 ||
|-
| /DES/SNM/0 || 砂漠実験 || Desert experiment || DesertTest || || 0 || 1 ||
|-
| /DES/SNM/0 || 平面Ex || Plaid EX || PlaneEx || || 0 || 1 ||
|-
| /DES/SNM/0 || 鳥と昆虫の惑星(NEWバージョン) || Planet of birds and insects (NEW version) || FlightMap || || 0 || 1 ||
|-
| /DES/SNM/0 || クライマーズハイ || Climbers High || ClimbHigh || || 0 || 1 ||
|-
| /DES/SNM/0 || 宇宙の墓場(廃ロケット含む) || Space Graveyard (including abandoned rockets) || SpaceCemetery || || 0 || 1 ||
|-
| /DES/SNM/0 || 貝殻惑星(溶岩ギャラクシー) || Shell planet (lava galaxy) || ShellLava || || 0 || 1 ||
|-
| /DES/SNM/0 || 溶岩メテオ(溶岩ギャラクシー) || Lava Meteor (lava galaxy) || LavaMeteo || || 0 || 1 ||
|-
| /DES/SNM/0 || グリーンフォレスト || Green forest || GreenForest || || 0 || 1 ||
|-
| /DES/三脚 || 細野 || Hosono || || || 15 || 1 || [[Takeshi Hosono]]
|-
| /DES/三脚/NewFolder4 || 三脚サンプル || Tripod sample || || || 0 || 1 ||
|-
| /DES/三脚/NewFolder4/0 || 三脚サンプルA || Tripod sample A || TriPodBossZoneSampleA || A || 0 || 1 ||
|-
| /DES/三脚/NewFolder4/0 || 三脚サンプルB || Tripod sample B || TriPodBossZoneSampleB || A || 0 || 1 ||
|-
| /DES/三脚/New || スカルシャークボス || Skals Shak Boss || || || 0 || 1 ||
|-
| /DES/三脚/New/0 || スカルシャークボス(シンプル) || Skull Shak Boss (Simple) || SubmarineVolcanoPlanetZoneB || A || 0 || 1 ||
|-
| /DES/三脚/NewFolder3 || サンドゴーレム || Sand golem || || || 0 || 1 ||
|-
| /DES/三脚/NewFolder3/0 || サンドゴーレムピラミッド型 || Sand Golem Pyramid type || KoopaJrDriverGalaxy0528b || || 0 || 1 ||
|-
| /DES/三脚/NewFolder3/0 || サンドゴーレム逆さバージョン || Sand Golem Upside -down version || KoopaJrDriverGalaxy0527 || || 0 || 1 ||
|-
| /DES/三脚/NewFolder3/0 || サンドゴーレムシリンダー型 || Sandgolem cylinder type || KoopaJrDriverGalaxy0524 || || 0 || 1 ||
|-
| /DES/三脚/NewFolder2 || 検証用 || Verification || || || 0 || 1 ||
|-
| /DES/三脚/NewFolder2/0 || サンドゴーレムテスト || Sand Golem test || KoopaJrDriverGalaxy0524 || A || 0 || 1 ||
|-
| /DES/三脚/NewFolder2/0 || 球状ボーリング || Spherical bowling || HosonoBossTestF || || 0 || 1 ||
|-
| /DES/三脚/NewFolder2/0 || ワイヤー重力サンプル || Wire gravity sample || HosonoBossTestC || || 0 || 1 ||
|-
| /DES/三脚/NewFolder2/0 || アイスボーリング || Ice boring || HosonoBossTestD || || 0 || 1 ||
|-
| /DES/三脚/NewFolder2/0 || ハーフパイプスケート || Half pipe skating || HosonoBossTestE || || 0 || 1 ||
|-
| /DES/三脚/NewFolder2/0 || テスト || test || HosonoBossTestD || || 0 || 1 ||
|-
| /DES/三脚/NewFolder || フォレスト || Forest || || || 0 || 1 ||
|-
| /DES/三脚/NewFolder/0 || ハニークイーン惑星確認用 || Honey Queen For Confirmation || HoneyQueenZoneTmp || A || 0 || 1 ||
|-
| /DES/三脚/NewFolder/0 || フォレストボス惑星確認用 || Forest boss for confirmation || HoneyQueenBattleTest9 || A || 0 || 1 ||
|-
| /DES/三脚/NewFolder/NewFolder || 検証履歴 || Verification history || || || 0 || 1 ||
|-
| /DES/三脚/NewFolder/NewFolder/0 || ボスカメムシ最新 || Boskemugi latest || HoneyQueenBattleTest7 || || 0 || 1 ||
|-
| /DES/三脚/NewFolder/NewFolder/0 || プリミティブ検証 || Primitive verification || HoneyQueenBattleTest4 || || 0 || 1 ||
|-
| /DES/三脚/NewFolder/NewFolder/0 || ボスカメムシ戦(旧) || Battle Battle Battle (Old) || HoneyQueenBattleTest6 || || 0 || 1 ||
|-
| /DES/三脚/NewFolder/NewFolder/0 || ハニークイーン戦その3 || Honey Queen Battle Part 3 || HoneyQueenBattleTest3 || || 0 || 1 ||
|-
| /DES/三脚/NewFolder/NewFolder/HonetQueenBattle2 || ハニークイーン戦その2 || Honey Queen Battle Part 2 || || || 0 || 1 ||
|-
| /DES/三脚/NewFolder/NewFolder/HonetQueenBattle2/0 || LV2 || LV2 || HoneyQueenBattleTest2LV2 || || 0 || 1 ||
|-
| /DES/三脚/NewFolder/NewFolder/HonetQueenBattle2/0 || LV1 || LV1 || HoneyQueenBattleTest2LV1 || || 0 || 1 ||
|-
| /DES/三脚/NewFolder/NewFolder/0 || ハニークイーン戦その1 || Honey Queen Battle Part 1 || HoneyQueenBattleTest1 || || 0 || 1 ||
|-
| /DES/三脚/0 || 海底火山惑星リファイン || Seabed Volcano Planet Refein || TestMapG13 || || 0 || 1 ||
|-
| /DES/三脚/0 || 跳ね返りコードテスト || Bouncing code test || TestMapG12 || || 0 || 1 ||
|-
| /DES/三脚/0 || マップパーツサンプル地形 || Map parts sample terrain || TestMapG10 || || 0 || 1 ||
|-
| /DES/三脚/0 || オーシャンリングテスト || Ocean ring test || OceanRingHosonoZone || || 0 || 1 ||
|-
| /DES/三脚/0 || 海底火山惑星 || Seabed volcano planet || SubmarineVolcanoPlanetZone || || 0 || 1 ||
|-
| /DES/三脚/0 || メルカトルサンプル || Mercattle sample || TestMapG3 || || 0 || 1 ||
|-
| /DES/三脚/0 || LODテストステージ || LOD test stage || LODTestStage || || 0 || 1 ||
|-
| /DES/三脚/ONS || 温泉わくわく星 || Hot spring exciting star || || || 15 || 1 ||
|-
| /DES/三脚/ONS/0 || オタクイーン戦 || Otaku Eien Battle || HotSpringPlanet || A || 0 || 1 ||
|-
| /DES/三脚/ONS/0 || オタクロック戦 || Otaku rock battle || HotSpringPlanet || B || 0 || 1 ||
|-
| /DES/三脚/ONS/0 || オタキング戦 || Otaking battle || HotSpringPlanet || C || 0 || 1 ||
|-
| /DES/三脚/ONS/0 || 芋煮会パーティー || Potato party party || HotSpringPlanet || D || 0 || 1 ||
|-
| /DES/三脚/ONS/0 || 水流スライダー || Water flow slider || HotSpringPlanet || E || 0 || 1 ||
|-
| /DES/三脚/ONS/0 || 赤コインDPD || Red coin DPD || HotSpringPlanet || F || 0 || 1 ||
|-
| /DES/三脚/ONS/0 || 天空のシャイン || Shine in the sky || HotSpringPlanet || G || 0 || 1 ||
|-
| /DES/三脚/ONS/0 || チャレンジコース || Challenge course || HotSpringPlanet || H || 0 || 1 ||
|-
| /DES/三脚/ONS/0 || スライダーシナリオ1 || Slider scenario 1 || HotSpringPlanetSlider || A || 0 || 1 ||
|-
| /DES/三脚/ONS/0 || スライダーシナリオ2 || Slider scenario 2 || HotSpringPlanetSlider || B || 0 || 1 ||
|-
| /DES/三脚/ONK || 温泉わくわく星再編 || Hot spring exciting star reorganization || || || 15 || 1 ||
|-
| /DES/三脚/ONK/0 || ロープネタA || Rope Neta A || RopeTestStageA || || 0 || 1 ||
|-
| /DES/三脚/ONK/0 || ロープネタB || Rope Neta B || RopeTestStageB || || 0 || 1 ||
|-
| /DES/三脚/ONK/0 || 滑りロープA || Slipping rope A || SlidingRopeTestStageA || || 0 || 1 ||
|-
| /DES/三脚/ONK/0 || 滑りロープB || Slipping rope B || SlidingRopeTestStageB || || 0 || 1 ||
|-
| /DES/三脚/ONK/0 || タコボー || Octopus || TakoboTestStageA || || 0 || 1 ||
|-
| /DES/三脚/ONK/0 || ミニオタクロック || Mini ota clock || OtakuRockTestStage || || 0 || 1 ||
|-
| /DES/三脚/0 || 球面地形 || Spherical terrain || TestMapC || || 0 || 1 ||
|-
| /DES/三脚/0 || フォグテスト || Fog test || FogTestStage || || 0 || 1 ||
|-
| /DES/三脚/0 || コンボ実験場 || Combo experimental site || ComboStage || || 0 || 1 ||
|-
| /DES/三脚/0 || サル山温泉惑星 || Salan Onsen planet || TestMapA || || 0 || 1 ||
|-
| /DES/三脚/0 || キューブ || Cube || TestMapB || || 0 || 1 ||
|-
| /DES/三脚/0 || ウッドブロック || Wood block || WoodBlockTestStageA || || 0 || 1 ||
|-
| /DES/MZK || 松崎 || Matsuzaki || || || 15 || 1 || [[Yasuhiko Matsuzaki]]
|-
| /DES/MZK/0 || 城実験 || Castle experiment || Castle || || 0 || 1 ||
|-
| /DES/MZK/0 || ディスク惑星 || Disk planet || DiskMap1 || || 0 || 1 ||
|-
| /DES/MZK/0 || ディスクワールド || Disk world || PlanetAir || || 0 || 1 ||
|-
| /DES/MZK/0 || 宇宙ステーション実験 || Space station experiment || MatsuzakiTestMap || || 0 || 1 ||
|-
| /DES/MSI || 三島 || Mishima || || || 15 || 1 || [[Atsushi Mishima]]
|-
| /DES/MSI/0 || 背景SIMatライトON || Background SIMat Light on || TestMat || || 0 || 1 ||
|-
| /DES/MSI/0 || 背景SIMatライトOFF || Background SIMat Light OFF || TestMatNew || || 0 || 1 ||
|-
| /DES/MSI/0 || 背景ライトOFF || Background light OFF || TestMatLightOff || || 0 || 1 ||
|-
| /DES/MSI/0 || 背景ライトON || Background light ON || TestMatLightOnly || || 0 || 1 ||
|-
| /DES/MSI/0 || テストマップ || Test map || Mishima || || 0 || 1 ||
|-
| /DES/YGK || 山口(一美) || Yamaguchi (Kazumi) || || || 15 || 1 || [[Kazumi Yamaguchi]]
|-
| /DES/YGK/0 || HDRテスト || HDR test || HdrTestMap || || 0 || 1 ||
|-
| /DES/YGK/0 || フォグ影テスト || Fog shadow test || FogShadowTest || || 0 || 1 ||
|-
| /DES/YGK/0 || 落花星 || Peanut star || Peanut || || 0 || 1 ||
|-
| /DES/YGK/0 || どら焼き要塞 || Dorayaki fortress || DorayakiAndBlock || || 0 || 1 ||
|-
| /DES/YGK/0 || おでん惑星つみれ || Oden planet Tsukure || OdenTumire || || 0 || 1 ||
|-
| /DES/YGK/0 || おでん惑星じゃがいも || Oden planet potatoes || Potatos || || 0 || 1 ||
|-
| /DES/YGK/0 || 温泉わくわく星リファイン || Hot spring exciting star Riffine || HotSpringPlanetR || || 0 || 1 ||
|-
| /DES/YGK/0 || ョッシーダウンヒル || Yoshi downhill || YosshiDownHill || || 0 || 1 ||
|-
| /DES/YGK/0 || スノーパーク || Snow park || BigSnowMountainA || || 0 || 1 ||
|-
| /DES/YGK/0 || ョッシートラック || Yoshi track || YosshiTrack || || 0 || 1 ||
|-
| /DES/YGK/0 || ビッグトラック || Big track || BigTrack || || 0 || 1 ||
|-
| /DES/YGK/0 || 水の星 || Water star || MiniPlanetAqua || || 0 || 1 ||
|-
| /DES/YGK/0 || オーバーザ山 || Over The Mountain || OverTheMountain || || 0 || 1 ||
|-
| /DES/YGK/0 || 64スライダー || 64 slider || SnowAndPeachSlider || || 0 || 1 || A recreation of The Princess's Secret Slide from Super Mario 64? Also one of the maps listed in /ObjectData/BathtubPlanet.arc/bathtubplanet/jmap.ini.
|-
| /DES/YGK/0 || らせんスライダー || Spiral slider || TestSpiralMap || || 0 || 1 || Another one of the maps listed in /ObjectData/BathtubPlanet.arc/bathtubplanet/jmap.ini.
|-
| /DES/YKB || 横部 || Yokobe || || || 15 || 1 || [[Masaki Yokobe]]
|-
| /DES/YKB/0 || ムシクイ惑星 || Mushikui planet || WarmEatenPlanetTest || || 0 || 1 ||
|-
| /DES/YKB/0 || ムシクイ惑星ロングバージョン || Mushikui Planet Long Version || WarmEatenPlanetTestB || || 0 || 1 ||
|-
| /DES/YKB/0 || コロニー || Colony || ColonyLarge || || 0 || 1 ||
|-
| /DES/YKB/0 || コロニー2 || Colony 2 || ColonySmall || || 0 || 1 ||
|-
| /DES/YKB/0 || チューブ惑星 || Tube planet || TubePlanet || || 0 || 1 ||
|-
| /DES/YKB/0 || モルモットコロニー || Guinea pig colony || BevelErrorTest || || 0 || 1 ||
|-
| /DES/YKB/0 || 魔法の森 || Magical forest || MagicalForest || || 0 || 1 ||
|-
| /DES/YKB/0 || 魔法の森球状地形 || Magical Forestball -like terrain || MagicalForestSphere || || 0 || 1 ||
|-
| /DES/YKB/0 || 氷の立体迷路惑星 || Ice three -dimensional maze planet || LabyrinthPlanet || || 0 || 1 ||
|-
| /DES/YKB/0 || パックンプラネットテスト || Packon Planet Test || PukkunPlanet || || 0 || 1 ||
|-
| /DES/YKB/0 || 多重エリンギ惑星 || Multiple eryngii planet || PlanetStageTest || || 0 || 1 ||
|-
| /DES/YKB/0 || 緑ヶ丘惑星 || Midorigaoka planet || GreenHillPlanet || || 0 || 1 ||
|-
| /DES/YKB/0 || マキシマムテスト1 || Maximum Test 1 || MaximumMapTest || || 0 || 1 ||
|-
| /DES/YKB/0 || マキシマムテスト2 || Maximum Test 2 || MaximumMapTestNew || || 0 || 1 ||
|-
| /DES/YKB/0 || マキシマムテストLOD01 || Maximum test LOD01 || MaximumMapTestLodA || || 0 || 1 ||
|-
| /DES/YKB/0 || 海底火山惑星(ノーマルマップ) || Seabed volcano planet (normal map) || NormalMapTest || || 0 || 1 ||
|-
| /DES/MTO || 元倉 || Motokura || || || 15 || 1 || [[Kenta Motokura]]
|-
| /DES/MTO/0 || テストマップ1 || Test map 1 || MotokuraTestMap || || 0 || 1 ||
|-
| /DES/MTO/0 || テストマップ2 || Test map 2 || MotokuraTestMapNew || || 0 || 1 ||
|-
| /DES/NewFolder || 清水(卓) || Shimizu (Taku) || || || 0 || 1 || [[Takuro Shimizu]]
|-
| /DES/NewFolder/0 || TestA || TestA || ShimizuTakuroTestA || || 0 || 1 ||
|-
| /DES/NewFolder/0 || TestB || TestB || ShimizuTakuroTestB || || 0 || 1 ||
|-
| /PRG || プログラマー試作 || Programmer prototype || || || 10 || 1 ||
|-
| /PRG/OYG || 青柳 || Aoyagi || || || 15 || 1 || [[Norihiro Aoyagi]]
|-
| /PRG/OYG/0 || 2脚テスト || Two -legged test || TwoLegTest || || 0 || 1 || Related to the unused TwoLegWalker?
|-
| /PRG/OYG/Gravity || 重力関連 || Gravity -related || || || 0 || 1 ||
|-
| /PRG/OYG/Gravity/0 || グローバル重力テスト || Global gravity test || GlobalGravityTest || || 0 || 1 ||
|-
| /PRG/OYG/Gravity/0 || 重力追随テスト || Gravity pursuing test || GravityFollow || || 0 || 1 ||
|-
| /PRG/OYG/0 || Gキャプチャーテスト || G Capture test || GCaptureTest || || 0 || 1 ||
|-
| /PRG/OYG/0 || 新操作テストマップ || New operation test map || PointerTestMap || || 0 || 1 ||
|-
| /PRG/OYG/0 || エンベロープ環境投影マップ実験 || Enverope environmental projection map experiment || SkiningEnvMapOrViewMap || || 0 || 1 ||
|-
| /PRG/OYG/0 || ミラーテスト || Mirror test || MirrorTest || || 0 || 1 ||
|-
| /PRG/OYG/0 || テレサテスト || Teleser test || TeresaTest || || 0 || 1 ||
|-
| /PRG/OYG/0 || ポルタテスト || Port test || PoltaTest || || 0 || 1 ||
|-
| /PRG/OYG/0 || カメックテスト || Camec test || KameckTest || || 0 || 1 ||
|-
| /PRG/OYG/0 || 移動制限テスト || Transit restriction test || MoveLimitTest || || 0 || 1 ||
|-
| /PRG/AND || 安藤 || Ando || || || 15 || 1 || [[Katsuyasu Ando]]
|-
| /PRG/AND/0 || ステージ(ローカル) || Stage (local) || AndoStageObjZone || || 0 || 1 ||
|-
| /PRG/AND/0 || ステージ(グローバル) || Stage (global) || AndoStageObjMain || || 0 || 1 ||
|-
| /PRG/AND/0 || モジャ || Moja || AndoTestInlet || || 0 || 1 ||
|-
| /PRG/OTA || 大田 || Ota || || || 15 || 1 || [[Tatsuro Ota]]
|-
| /PRG/OTA/0 || 実験場 || Experimental site || MapTestOta || A || 0 || 1 ||
|-
| /PRG/OTA/0 || デモ実験場 || Demonstration site || DemoTestOta || A || 0 || 1 ||
|-
| /PRG/OTA/0 || エフェクト実験場 || Effect experimental site || EffectTestMap || A || 0 || 1 ||
|-
| /PRG/OTA/0 || マップパーツ置き場 || Map parts storage area || MapPartsTest || A || 0 || 1 ||
|-
| /PRG/KMR || 川村 || Kawamura || || || 15 || 1 || [[Masafumi Kawamura]]
|-
| /PRG/KMR/0 || 地形コードテスト || Topographic code test || SoundMapCodeTest || || 0 || 1 ||
|-
| /PRG/KMR/0 || 地形コードテストB || Topographic code test B || SoundMapCodeTestB || || 0 || 1 ||
|-
| /PRG/KMR/0 || 地形コードテストC || Topographic code test C || SoundMapCodeTestC || || 0 || 1 ||
|-
| /PRG/TZW || 武沢 || Takezawa || || || 15 || 1 || [[Yuya Takezawa]]
|-
| /PRG/TZW/0 || テストA || Test A || TakezawaTestA || || 0 || 1 ||
|-
| /PRG/TZW/0 || メッセージテスト || Message test || MessageTest || || 0 || 1 ||
|-
| /PRG/TZW/0 || リミックスBGMテスト || Remix BGM test || RemixBgmTest || || 0 || 1 ||
|-
| /PRG/TZW/0 || リミックスBGMテストB || Remix BGM Test B || RemixBgmTestB || || 0 || 1 ||
|-
| /PRG/TZW/0 || フォレストたけざわ || Forest Takazawa || ForestHomeTakezawa || || 0 || 1 ||
|-
| /PRG/SMZ || 清水 || Shimizu || || || 15 || 1 || [[Hideaki Shimizu]]
|-
| /PRG/SMZ/0 || 高速移動地形 || High -speed movement terrain || SpinDriverBossTest || || 0 || 1 ||
|-
| /PRG/SMZ/0 || NeoScaleMap || NeoScaleMap || NeoScaleMap || || 0 || 1 ||
|-
| /PRG/SMZ/0 || NeoCurveMap || NeoCurveMap || NeoCurveMap || || 0 || 1 ||
|-
| /PRG/SMZ/0 || SlopeTest || SlopeTest || SlopeTest || || 0 || 1 ||
|-
| /PRG/SMZ/0 || 旧テストマップ || Old test map || PlanetMap2 || || 0 || 1 ||
|-
| /PRG/HKW || 早川 || Hayakawa || || || 15 || 1 || [[Takeshi Hayakawa]]
|-
| /PRG/HKW/0 || ワールドマップテスト || World Map Test || WorldMapTest || || 0 || 1 ||
|-
| /PRG/HKW/0 || DPDボス実験 || DPD boss experiment || DpdBoss || || 0 || 1 ||
|-
| /PRG/HKW/0 || FooFighterMap || FooFighterMap || FooFighterMap || || 0 || 1 ||
|-
| /PRG/HKW/0 || FooFighterMap2 || FooFighterMap2 || FooFighterMap2 || || 0 || 1 ||
|-
| /PRG/HKW/0 || 重力実験場 || Gravity experimental site || Moon || || 0 || 1 ||
|-
| /PRG/HKW/0 || ライドセットアップステージ || Ride Setup Stage || RideSetUpStage || || 0 || 1 ||
|-
| /PRG/HKW/0 || 空中アクション実験ステージ || Aerial action experiment stage || AirActionTest || || 0 || 1 ||
|-
| /PRG/HKW/0 || 多量オブジェ実験ステージ || Large amount object experimental stage || ObjNumTestStage || || 0 || 1 ||
|-
| /PRG/MZD || 松田 || Matsuda || || || 15 || 1 || [[Hirokazu Matsuda]]
|-
| /PRG/MZD/0 || カットテスト1 || Cut test 1 || MazdaCutTest01 || || 0 || 1 ||
|-
| /PRG/MZD/0 || カットテスト2 || Cut test 2 || MazdaCutTest02 || || 0 || 1 ||
|-
| /PRG/MZD/0 || カットテスト空 || Cut test empty || MazdaCutTest03 || || 0 || 1 ||
|-
| /PRG/MZD/0 || 一括128個 || 128 lump sums || MazdaCutTest04 || || 0 || 1 ||
|-
| /PRG/MZD/0 || テストマップ1 || Test map 1 || MazdaTest01 || || 0 || 1 ||
|-
| /PRG/MZD/0 || テストマップ2 || Test map 2 || MazdaTest02 || || 0 || 1 ||
|-
| /PRG/MZD/0 || 魔法の館 || Magic House || MazdaMagicalHouse || || 0 || 1 ||
|-
| /PRG/YGA || 山口(敦) || Yamaguchi (Atsushi) || || || 15 || 1 || [[Atsushi Yamaguchi]]
|-
| /PRG/YGA/0 || テスト || test || YamaguchiTest || || 0 || 1 ||
|-
| /PRG/YGA/0 || テストその3 || Test Part 3 || YamaguchiTest3 || || 0 || 1 ||
|-
| /PRG/YGA/0 || テストその4 || Test Part 4 || YamaguchiTest4 || || 0 || 1 ||
|-
| /PRG/YGA/0 || ファイルセレクト || File selection || FileSelect || || 0 || 1 ||
|-
| /PRG/SGA || 菅原 || Sugawara || || || 15 || 1 ||
|-
| /PRG/SGA/0 || テスト地形 || Test terrain || SugawaraTest || || 0 || 1 ||
|-
| /PRG/TAK || 竹内 || Takeuchi || || || 15 || 1 || [[Kiyoshi Takeuchi]]
|-
| /PRG/TAK/0 || テスト地形 敵 || Test terrain enemy || TakeuchiTest || || 0 || 1 ||
|-
| /PRG/TAK/0 || テスト地形 地形オブジェ || Test terrain object object || TakeuchiTestB || || 0 || 1 ||
|-
| /PRG/TAK/0 || テスト地形 合体ブロック || Test terrain coalition block || TakeuchiTestC || || 0 || 1 ||
|-
| /PRG/GOH || 郷原 || Gohara || || || 15 || 1 || [[Shigetoshi Gohara]]
|-
| /PRG/GOH/0 || テスト || test || GoharaTestB || || 0 || 1 ||
|-
| /CMP || 図鑑・テストステージ || Picture book / test stage || || || 10 || 1 ||
|-
| /CMP/StoryDemo || ストーリーデモ || Story demonstration || || || 0 || 1 ||
|-
| /CMP/StoryDemo/PrologueA || PrologueA || PrologueA || || || 0 || 1 ||
|-
| /CMP/StoryDemo/PrologueA/0 || PrologueA Cut 01-03 || PrologueA Cut 01-03 || StoryDemoStagePrologueA || A || 0 || 1 ||
|-
| /CMP/StoryDemo/PrologueA/0 || PrologueA Cut 04 || PrologueA Cut 04 || StoryDemoStagePrologueA || B || 0 || 1 ||
|-
| /CMP/StoryDemo/PrologueA/0 || PrologueA Cut 06-08 || PrologueA Cut 06-08 || StoryDemoStagePrologueA || C || 0 || 1 ||
|-
| /CMP/StoryDemo/PrologueA/0 || PrologueA Cut 09-11 || PrologueA Cut 09-11 || StoryDemoStagePrologueA || D || 0 || 1 ||
|-
| /CMP/StoryDemo/PrologueA/0 || PrologueA Cut 12-17 || PrologueA Cut 12-17 || StoryDemoStagePrologueA || E || 0 || 1 ||
|-
| /CMP/StoryDemo/PrologueB || PrologueB || PrologueB || || || 0 || 1 ||
|-
| /CMP/StoryDemo/PrologueB/0 || PrologueB Cut 01-04 || PrologueB Cut 01-04 || StoryDemoStagePrologueB || A || 0 || 1 ||
|-
| /CMP/StoryDemo/PrologueB/0 || PrologueB Cut 05-08 || PrologueB Cut 05-08 || StoryDemoStagePrologueB || B || 0 || 1 ||
|-
| /CMP/StoryDemo/PrologueB/0 || PrologueB Cut 09 || PrologueB Cut 09 || StoryDemoStagePrologueB || C || 0 || 1 ||
|-
| /CMP/StoryDemo/PrologueB/0 || PrologueB Cut 10 || PrologueB Cut 10 || StoryDemoStagePrologueB || D || 0 || 1 ||
|-
| /CMP/StoryDemo/PrologueB/0 || PrologueB Cut 11 || PrologueB Cut 11 || StoryDemoStagePrologueB || E || 0 || 1 ||
|-
| /CMP/StoryDemo/PrologueB/0 || PrologueB Cut 12-14 || PrologueB Cut 12-14 || StoryDemoStagePrologueB || F || 0 || 1 ||
|-
| /CMP/StoryDemo/PrologueB/0 || PrologueB Cut 15-18 || PrologueB Cut 15-18 || StoryDemoStagePrologueB || G || 0 || 1 ||
|-
| /CMP/StoryDemo/PrologueB/0 || PrologueB Cut 19-21 || PrologueB Cut 19-21 || StoryDemoStagePrologueB || H || 0 || 1 ||
|-
| /CMP/StoryDemo/FinalBattle Cut 02 || FinalBattle || FinalBattle || || || 0 || 1 ||
|-
| /CMP/StoryDemo/FinalBattle Cut 02/0 || FinalBattle Cut 01 || FinalBattle Cut 01 || StoryDemoStageFinalBattle || A || 0 || 1 ||
|-
| /CMP/StoryDemo/FinalBattle Cut 02/0 || FinalBattle Cut 02 || FinalBattle Cut 02 || StoryDemoStageFinalBattle || E || 0 || 1 ||
|-
| /CMP/StoryDemo/FinalBattle Cut 02/0 || FinalBattle Cut 03 || FinalBattle Cut 03 || StoryDemoStageFinalBattle || F || 0 || 1 ||
|-
| /CMP/StoryDemo/FinalBattle Cut 02/0 || FinalBattle Cut 04 || FinalBattle Cut 04 || StoryDemoStageFinalBattle || B || 0 || 1 ||
|-
| /CMP/StoryDemo/FinalBattle Cut 02/0 || FinalBattle Cut 05-06 || FinalBattle Cut 05-06 || StoryDemoStageFinalBattle || C || 0 || 1 ||
|-
| /CMP/StoryDemo/FinalBattle Cut 02/0 || FinalBattle Cut 07-08 || FinalBattle Cut 07-08 || StoryDemoStageFinalBattle || D || 0 || 1 ||
|-
| /CMP/StoryDemo/EpilogueB || SavePeach+EpiloguA ExCut || SavePeach+EpiloguA ExCut || || || 0 || 1 ||
|-
| /CMP/StoryDemo/EpilogueB/0 || SavePeach Cut 01-02 || SavePeach Cut 01-02 || StoryDemoStageEpilogueB || A || 0 || 1 ||
|-
| /CMP/StoryDemo/EpilogueB/0 || マリオ浮遊2パターン || Mario floating 2 patterns || StoryDemoStageEpilogueB || B || 0 || 1 ||
|-
| /CMP/StoryDemo/EpilogueB/0 || ブラックホール広がり || Black hole spread || StoryDemoStageEpilogueB || C || 0 || 1 ||
|-
| /CMP/StoryDemo/EpilogueA || EpilogueA || EpilogueA || || || 0 || 1 ||
|-
| /CMP/StoryDemo/EpilogueA/0 || EpilogueA Cut 01 || EpilogueA Cut 01 || StoryDemoStageEpilogueA || A || 0 || 1 ||
|-
| /CMP/StoryDemo/EpilogueA/0 || EpilogueA Cut 02-03 || EpilogueA Cut 02-03 || StoryDemoStageEpilogueA || B || 0 || 1 ||
|-
| /CMP/StoryDemo/EpilogueA/0 || EpilogueA Cut 04 || EpilogueA Cut 04 || StoryDemoStageEpilogueA || C || 0 || 1 ||
|-
| /CMP/StoryDemo/EpilogueA/0 || EpilogueA Cut 05-06 || EpilogueA Cut 05-06 || StoryDemoStageEpilogueA || D || 0 || 1 ||
|-
| /CMP/StoryDemo/EpilogueA/0 || EpilogueA Cut 07-08 || EpilogueA Cut 07-08 || StoryDemoStageEpilogueA || E || 0 || 1 ||
|-
| /CMP/StoryDemo/EpilogueA/0 || EpilogueA Cut 09 || EpilogueA Cut 09 || StoryDemoStageEpilogueA || F || 0 || 1 ||
|-
| /CMP/StoryDemo/EpilogueA/0 || EpilogueA Cut 13 || EpilogueA Cut 13 || StoryDemoStageEpilogueA || G || 0 || 1 ||
|-
| /CMP/StoryDemo/EpilogueA/0 || EpilogueA Cut 12-14 || EpilogueA Cut 12-14 || StoryDemoStageEpilogueA || H || 0 || 1 ||
|-
| /CMP/StoryDemo/EndingA || EndingA || EndingA || || || 0 || 1 ||
|-
| /CMP/StoryDemo/EndingA/0 || EndingA Cut 01-03 || EndingA Cut 01-03 || StoryDemoStageEndingA || A || 0 || 1 ||
|-
| /CMP/StoryDemo/EndingA/0 || EndingA Cut 04 || EndingA Cut 04 || StoryDemoStageEndingA || B || 0 || 1 ||
|-
| /CMP/StoryDemo/EndingA/0 || EndingA Cut 07-12 || EndingA Cut 07-12 || StoryDemoStageEndingA || C || 0 || 1 ||
|-
| /CMP/StoryDemo/EndingA/0 || EndingA Cut 13 || EndingA Cut 13 || StoryDemoStageEndingA || D || 0 || 1 ||
|-
| /CMP/StoryDemo/EndingA/0 || EndingA Cut 14 || EndingA Cut 14 || StoryDemoStageEndingA || E || 0 || 1 ||
|-
| /CMP/StoryDemo/EndingB || EndingB || EndingB || || || 0 || 1 ||
|-
| /CMP/StoryDemo/EndingB/0 || EndingB Cut 01 || EndingB Cut 01 || StoryDemoStageEndingB || A || 0 || 1 ||
|-
| /CMP/StoryDemo/EndingB/0 || EndingB Cut 02 || EndingB Cut 02 || StoryDemoStageEndingB || G || 0 || 1 ||
|-
| /CMP/StoryDemo/EndingB/0 || EndingB Cut 03 || EndingB Cut 03 || StoryDemoStageEndingB || H || 0 || 1 ||
|-
| /CMP/StoryDemo/EndingB/0 || EndingB Cut 04-06 || EndingB Cut 04-06 || StoryDemoStageEndingB || B || 0 || 1 ||
|-
| /CMP/StoryDemo/EndingB/0 || EndingB Cut 07 || EndingB Cut 07 || StoryDemoStageEndingB || C || 0 || 1 ||
|-
| /CMP/StoryDemo/EndingB/0 || EndingB Cut 08 || EndingB Cut 08 || StoryDemoStageEndingB || D || 0 || 1 ||
|-
| /CMP/StoryDemo/EndingB/0 || EndingB Cut 11 || EndingB Cut 11 || StoryDemoStageEndingB || E || 0 || 1 ||
|-
| /CMP/StoryDemo/EndingB/0 || EndingB Cut 12 || EndingB Cut 12 || StoryDemoStageEndingB || F || 0 || 1 ||
|-
| /CMP/StoryDemo/NewFolder || ライブラリ || Library || || || 0 || 1 ||
|-
| /CMP/StoryDemo/NewFolder/0 || フィギュアキャプチャT(エネミー小) || Figure Capture T (Enemy Small) || StoryDemoFigureCaptureB || A || 0 || 1 ||
|-
| /CMP/StoryDemo/NewFolder/0 || フィギュアキャプチャ(エネミー小) || Figure capture (small enemy) || StoryDemoFigureCaptureA || A || 0 || 1 ||
|-
| /CMP/StoryDemo/NewFolder/0 || フィギュアキャプチャT(エネミー中) || Figure Capture T (in Enemy) || StoryDemoFigureCaptureB || B || 0 || 1 ||
|-
| /CMP/StoryDemo/NewFolder/0 || フィギュアキャプチャ(エネミー中) || Figure capture (in enemies) || StoryDemoFigureCaptureA || B || 0 || 1 ||
|-
| /CMP/StoryDemo/NewFolder/0 || フィギュアキャプチャT(大) || Figure Capture T (Large) || StoryDemoFigureCaptureB || C || 0 || 1 ||
|-
| /CMP/StoryDemo/NewFolder/0 || フィギュアキャプチャ(大) || Figure capture (large) || StoryDemoFigureCaptureA || C || 0 || 1 ||
|-
| /CMP/StoryDemo/NewFolder/0 || フィギュアキャプチャT(NPC) || Figure Capture T (NPC) || StoryDemoFigureCaptureB || D || 0 || 1 ||
|-
| /CMP/StoryDemo/NewFolder/0 || フィギュアキャプチャ(NPC) || Figure capture (NPC) || StoryDemoFigureCaptureA || D || 0 || 1 ||
|-
| /CMP/StoryDemo/NewFolder/0 || フィギュアキャプチャT(アイテム) || Figure Capture T (item) || StoryDemoFigureCaptureB || E || 0 || 1 ||
|-
| /CMP/StoryDemo/NewFolder/0 || フィギュアキャプチャ(アイテム) || Figure capture (item) || StoryDemoFigureCaptureA || E || 0 || 1 ||
|-
| /CMP/StoryDemo/NewFolder/0 || 多面同時フィギュアキャプチャT(エネミー) || Simultaneous figure capture T (Enemy) || StoryDemoFigureCaptureB || F || 0 || 1 ||
|-
| /CMP/StoryDemo/NewFolder/0 || 多面同時フィギュアキャプチャ(エネミー) || Simultaneous figure capture multi -face (Enemy) || StoryDemoFigureCaptureB || A || 0 || 1 ||
|-
| /CMP/StoryDemo/NewFolder/0 || 多面同時フィギュアキャプチャ(エネミー2) || Simultaneous figure capture (Enemy 2) || StoryDemoFigureCaptureB || B || 0 || 1 ||
|-
| /CMP/StoryDemo/NewFolder/0 || 多面同時フィギュアキャプチャ(NPC) || Simultaneous figure capture (NPC) || StoryDemoFigureCaptureB || C || 0 || 1 ||
|-
| /CMP/StoryDemo/NewFolder/0 || 多面同時フィギュアキャプチャ(プレーヤー) || Simultaneous figure capture (player) || StoryDemoFigureCaptureB || D || 0 || 1 ||
|-
| /CMP/StoryDemo/NewFolder/0 || Test || Test || StoryDemoLibraryA || || 0 || 1 ||
|-
| /CMP/NewFolder9 || オブジェデータ作成環境 || Object data creation environment || || || 0 || 1 ||
|-
| /CMP/NewFolder9/0 || オニマス2試作 || Onimus 2 prototypes || TempMapD || || 0 || 1 ||
|-
| /CMP/ENE || エネミー || enemy || || || 10 || 1 ||
|-
| /CMP/ENE/0 || 敵図鑑1巻 || Enemy picture book Volume 1 || EnemyPark01Zone || || 0 || 1 ||
|-
| /CMP/ENE/0 || 敵図鑑2巻 || Enemy picture book Volume 2 || EnemyPark02Zone || || 0 || 1 ||
|-
| /CMP/ENE/KRB || クリボー || Goomba || || || 6 || 1 ||
|-
| /CMP/ENE/KRB/0 || クリボー(平面地形)1体 || 1 Goomba (flat terrain) || KuriboTestStageD || A || 0 || 1 ||
|-
| /CMP/ENE/KRB/0 || クリボー(平面地形)5体 || 5 Goombas (flat terrain) || KuriboTestStageD || B || 0 || 1 ||
|-
| /CMP/ENE/KRB/0 || クリボー(球地形)1体 || 1 Goomba (spherical terrain) || KuriboTestStageB || A || 0 || 1 ||
|-
| /CMP/ENE/KRB/0 || クリボー(球地形)5体 || Goomba (spherical terrain) 5 bodies || KuriboTestStageB || B || 0 || 1 ||
|-
| /CMP/ENE/KRB/0 || クリボー(キューブ地形)1体 || 1 crib (cube terrain) || KuriboTestStageC || A || 0 || 1 ||
|-
| /CMP/ENE/KRB/0 || クリボー(キューブ地形)5体 || 5 cribaw (cube terrain) || KuriboTestStageC || B || 0 || 1 ||
|-
| /CMP/ENE/MLM || メラメラ || Melamera || || || 7 || 1 ||
|-
| /CMP/ENE/MLM/0 || メラメラ || Melamera || TsujimuraEnemy01Test || || 0 || 1 ||
|-
| /CMP/ENE/MLM/0 || メラメラ(平面地形)1体 || 1 Melamera (flat terrain) || MerameraTestStageC || A || 0 || 1 ||
|-
| /CMP/ENE/MLM/0 || メラメラ(平面地形)5体 || Melamera (flat terrain) 5 bodies || MerameraTestStageC || B || 0 || 1 ||
|-
| /CMP/ENE/MLM/0 || メラメラ(球地形)1体 || 1 Melamera (ballotographic) || MerameraTestStageB || A || 0 || 1 ||
|-
| /CMP/ENE/MLM/0 || メラメラ(球地形)5体 || 5 Melamera (sphere) 5 bodies || MerameraTestStageB || B || 0 || 1 ||
|-
| /CMP/ENE/MLM/0 || メラメラ(キューブ地形)1体 || Melamera (cube terrain) 1 body || MerameraTestStageA || A || 0 || 1 ||
|-
| /CMP/ENE/MLM/0 || メラメラ(キューブ地形)5体 || Melamera (cube terrain) 5 bodies || MerameraTestStageA || B || 0 || 1 ||
|-
| /CMP/ENE/0 || チョロプー || Choropoo || CyoropuTestStage || || 0 || 1 ||
|-
| /CMP/ENE/0 || ベーゴマン || Begoman || BegomanTestStage || || 0 || 1 ||
|-
| /CMP/ENE/VBG || バネベーゴマン || Shanebagoman || || || 8 || 1 ||
|-
| /CMP/ENE/VBG/0 || バネベーゴマン(平面地形)1体 || 1 Banebergoman (flat terrain) || BegomanTestStageC || A || 0 || 1 ||
|-
| /CMP/ENE/VBG/0 || バネベーゴマン(平面地形)5体 || 5 Banbegoman (flat terrain) || BegomanTestStageC || B || 0 || 1 ||
|-
| /CMP/ENE/VBG/0 || バネベーゴマン(球地形)1体 || 1 Banebagoman (ball topographic) || BegomanTestStageB || A || 0 || 1 ||
|-
| /CMP/ENE/VBG/0 || バネベーゴマン(球地形)5体 || 5 Banbegoman (ball topographic) || BegomanTestStageB || B || 0 || 1 ||
|-
| /CMP/ENE/VBG/0 || バネベーゴマン(キューブ地形)1体 || 1 Bane Begoman (Cube Toproll) || BegomanTestStageA || A || 0 || 1 ||
|-
| /CMP/ENE/VBG/0 || バネベーゴマン(キューブ地形)5体 || 5 Banebergoman (Cube Toproll) || BegomanTestStageA || B || 0 || 1 ||
|-
| /CMP/ENE/VBG/0 || バネベーゴマン(皿地形)1体 || 1 Banebagoman (dish terrain) || BegomanTestStageD || A || 0 || 1 ||
|-
| /CMP/ENE/VBG/0 || バネベーゴマン(皿地形)5体 || 5 bodies of Shanebagoman (dish terrain) || BegomanTestStageD || B || 0 || 1 ||
|-
| /CMP/ENE/TBG || トゲベーゴマン || Togebagoman || || || 8 || 1 ||
|-
| /CMP/ENE/TBG/0 || トゲベーゴマン(平面地形)1体 || 1 tojebagoman (flat terrain) || BegomanTestStageC || C || 0 || 1 ||
|-
| /CMP/ENE/TBG/0 || トゲベーゴマン(平面地形)5体 || 5 folk bugoman (flat terrain) || BegomanTestStageC || D || 0 || 1 ||
|-
| /CMP/ENE/TBG/0 || トゲベーゴマン(球地形)1体 || 1 tojebagoman (ball topographic) || BegomanTestStageB || C || 0 || 1 ||
|-
| /CMP/ENE/TBG/0 || トゲベーゴマン(球地形)5体 || 5 tojebagoman (ball topographic) || BegomanTestStageB || D || 0 || 1 ||
|-
| /CMP/ENE/TBG/0 || トゲベーゴマン(キューブ地形)1体 || 1 tojebagoman (cube terrain) || BegomanTestStageA || C || 0 || 1 ||
|-
| /CMP/ENE/TBG/0 || トゲベーゴマン(キューブ地形)5体 || 5 folk bugoman (cube terrain) || BegomanTestStageA || D || 0 || 1 ||
|-
| /CMP/ENE/TBG/0 || トゲベーゴマン(皿地形)1体 || 1 tojebagoman (dish terrain) || BegomanTestStageD || C || 0 || 1 ||
|-
| /CMP/ENE/TBG/0 || トゲベーゴマン(皿地形)5体 || 5 tojebagoman (dishes terrain) || BegomanTestStageD || D || 0 || 1 ||
|-
| /CMP/ENE/BBG || ベビーベーゴマン || Baby Bagman || || || 8 || 1 ||
|-
| /CMP/ENE/BBG/0 || ベビーベーゴマン(平面地形)1体 || Baby Bagman (flat terrain) 1 body || BegomanTestStageC || E || 0 || 1 ||
|-
| /CMP/ENE/BBG/0 || ベビーベーゴマン(平面地形)5体 || Baby Bagman (flat terrain) 5 bodies || BegomanTestStageC || F || 0 || 1 ||
|-
| /CMP/ENE/BBG/0 || ベビーベーゴマン(球地形)1体 || 1 Baby Bagman (ball topographic) || BegomanTestStageB || E || 0 || 1 ||
|-
| /CMP/ENE/BBG/0 || ベビーベーゴマン(球地形)5体 || 5 Baby Bagman (ball topographic) || BegomanTestStageB || F || 0 || 1 ||
|-
| /CMP/ENE/BBG/0 || ベビーベーゴマン(キューブ地形)1体 || 1 Baby Bagman (Cube terrain) || BegomanTestStageA || E || 0 || 1 ||
|-
| /CMP/ENE/BBG/0 || ベビーベーゴマン(キューブ地形)5体 || Baby Bagman (cube terrain) 5 bodies || BegomanTestStageA || F || 0 || 1 ||
|-
| /CMP/ENE/BBG/0 || ベビーベーゴマン(皿地形)1体 || 1 baby bugman (dish topographic) || BegomanTestStageD || E || 0 || 1 ||
|-
| /CMP/ENE/BBG/0 || ベビーベーゴマン(皿地形)5体 || Baby Bagoman (dish terrain) 5 bodies || BegomanTestStageD || F || 0 || 1 ||
|-
| /CMP/ENE/GIW || ゴロ岩 || Golo rock || || || 5 || 1 ||
|-
| /CMP/ENE/GIW/0 || ゴロ岩(ピーナッツ地形) || Goro rock (peanut terrain) || GoroIwaTestStage || A || 0 || 1 ||
|-
| /CMP/ENE/GIW/0 || ゴロ岩(チクワ地形) || Goro rock (Chikuwa terrain) || GoroIwaTestStage || B || 0 || 1 ||
|-
| /CMP/ENE/ITU || いたずらウサギ || Rabbit rabbit || || || 6 || 1 ||
|-
| /CMP/ENE/ITU/0 || いたずらウサギ(平面) || Most of the rabbit (plane) || TrickRabbitTestStage || || 0 || 1 ||
|-
| /CMP/ENE/ITU/0 || いたずらウサギ(球地形) || Most of the mischief rabbit || TrickRabbitTestStageA || B || 0 || 1 ||
|-
| /CMP/ENE/ITU/0 || いたずらウサギ(キューブ球地) || Most of the rabbit (cube strawberry) || TrickRabbitTestStageA || A || 0 || 1 ||
|-
| /CMP/ENE/ITU/0 || いたずらウサギ(庭園) || Most of the rabbit (garden) || IceCubeStage || || 0 || 1 ||
|-
| /CMP/ENE/RNK || リクノコ || Ricket || || || 6 || 1 ||
|-
| /CMP/ENE/RNK/0 || リクノコ(平面)1体 || 1 ricket (plane) || NokonokoLandTestStage || A || 0 || 1 ||
|-
| /CMP/ENE/RNK/0 || リクノコ(平面)6体 || 6 rickets (flat) || NokonokoLandTestStage || B || 0 || 1 ||
|-
| /CMP/ENE/RNK/0 || リクノコ(球地形)1体 || 1 ricket (ball topographic) || NokonokoLandTestStage || C || 0 || 1 ||
|-
| /CMP/ENE/RNK/0 || リクノコ(球地形)6体 || 6 rickets (ballotographic) || NokonokoLandTestStage || D || 0 || 1 ||
|-
| /CMP/ENE/killer || キラー || killer || || || 10 || 1 ||
|-
| /CMP/ENE/killer/0 || U字地形 || U -shaped terrain || KillerTestStage || || 0 || 1 ||
|-
| /CMP/ENE/killer/0 || J字地形 || J -shaped terrain || JKillerStage || || 0 || 1 ||
|-
| /CMP/ENE/0 || プクプク || Pukupuku || PukupukuTestZone || || 0 || 1 ||
|-
| /CMP/ENE/0 || ポイハナ || Poihana || PoihanaTestStageA || || 0 || 1 ||
|-
| /CMP/ENE/0 || ボム兵 || Bomb soldier || BombHeiTestStageA || || 0 || 1 ||
|-
| /CMP/ENE/0 || ヒマワリサンボ || Sunflower Sambo || SunFlowerSamboTestStageA || || 0 || 1 ||
|-
| /CMP/ENE/0 || カリカリ || Crispy || KarikariTestStageA || || 0 || 1 ||
|-
| /CMP/ENE/0 || タコボー || Octopus || TakoboTestStageA || || 0 || 1 ||
|-
| /CMP/ENE/0 || ミニオタクロック || Mini ota clock || OtakuRockTestStage || || 0 || 1 ||
|-
| /CMP/ENE/0 || トゲゾー || Thorns || TogezoTestStageA || || 0 || 1 ||
|-
| /CMP/ENE/0 || ミニイガ || Miniga || MiniIgaTestStageA || || 0 || 1 ||
|-
| /CMP/ENE/0 || ホーミング発射台 || Homing launch platform || HomingFireShooterTestStageA || || 0 || 1 ||
|-
| /CMP/ENE/0 || 火炎放射器(クッパ像?) || Flame radicals (Bowser statue?) || FlameGunTestStageA || || 0 || 1 ||
|-
| /CMP/ENE/0 || ハンマーブロス || Hammer broth || HammerBrosTestStageA || || 0 || 1 ||
|-
| /CMP/ENE/0 || 溶岩系オブジェ || Lava object || LavaObjTestStage || || 0 || 1 ||
|-
| /CMP/ENE/0 || メラメラ || Melamera || TsujimuraEnemy01Test || || 0 || 1 ||
|-
| /CMP/ENE/0 || オタロック || Otarock || OtaRockTestStageA || || 0 || 1 ||
|-
| /CMP/ENE/0 || ウオータープレッシャー || Waterpresser || WaterPSTest || || 0 || 1 ||
|-
| /CMP/ENE/0 || モグッチ || Mogucci || MoguraTestStage || || 0 || 1 ||
|-
| /CMP/ENE/0 || カニーナ || Kanina || KaninaTestStage || || 0 || 1 ||
|-
| /CMP/ENE/0 || クッパJrシップ || Bowser JR Ship || KuppaJrShipTestStage || A || 0 || 1 ||
|-
| /CMP/ENE/0 || ハナチャン || Hanachan || HanachanTestStage || || 0 || 1 ||
|-
| /CMP/ENE/0 || トゲトゲ || Spornb || TogetogeTestStage || || 0 || 1 ||
|-
| /CMP/ITM || アイテム || item || || || 5 || 1 ||
|-
| /CMP/ITM/0 || コイン || coin || CoinTestStageA || || 0 || 1 ||
|-
| /CMP/ITM/0 || スピンドライバ、スター高さ || spin driver, star height || HayashidaTest || || 0 || 1 ||
|-
| /CMP/GRA || 重力サンプル || Gravity sample || || || 15 || 1 ||
|-
| /CMP/GRA/0 || キューブ重力 || Cube gravity || CubeGravityStageA || || 0 || 1 ||
|-
| /CMP/GRA/0 || シリンダー重力 || Cylinder gravity || CylinderGravityStageA || || 0 || 1 ||
|-
| /CMP/GRA/0 || ディスク重力 || Disk gravity || DiskGravityStageA || || 0 || 1 ||
|-
| /CMP/GRA/0 || ワイヤー重力 || Wire gravity || WireGravityStageA || || 0 || 1 ||
|-
| /CMP/GRA/0 || 組み合わせ重力 || Combination gross power || CombinationGravityStageA || || 0 || 1 ||
|-
| /CMP/GRA/0 || 球内側重力 || Inside the ball gravity || DesertHome2Test || || 0 || 1 ||
|-
| /CMP/GRA/0 || キューブ内側重力 || Cube inside gravity || RectangularInsideTest || || 0 || 1 ||
|-
| /CMP/GRA/0 || ディスクドーナツ(トーラス)重力 || Disk donut (Torus) gravity || DiskDonuts || || 0 || 1 ||
|-
| /CMP/MAR || 地形形状 || Terrain shape || || || 5 || 1 ||
|-
| /CMP/MAR/0 || 平均台テストマップ || Average stand test map || NarrowGateTest || || 0 || 1 ||
|-
| /CMP/MAR/0 || 段差テストマップ || Step test map || DekoBokoTest || || 0 || 1 ||
|-
| /CMP/MAR/0 || まずい地形例 || Bad terrain case || WrongMapExample || || 0 || 1 ||
|-
| /CMP/MAR/0 || 壁ジャンプテストマップ || Wall jump test map || WallJumpTestMap || || 0 || 1 ||
|-
| /CMP/SEA || 海洋実験 || Marine experiment || || || 8 || 1 ||
|-
| /CMP/SEA/0 || ピーチ城 || Peach castle || PeachCastle || || 0 || 1 ||
|-
| /CMP/SEA/0 || プール || Pool || SwimTest03Stage || || 0 || 1 ||
|-
| /CMP/SEA/0 || 泳ぎ実験惑星 || Swimming experimental planet || SwimTest02Stage || || 0 || 1 ||
|-
| /CMP/SEA/0 || 水の星 || Water star || MiniPlanetAqua02Stage || || 0 || 1 ||
|-
| /CMP/PRD || 試作ステージ || Prototype stage || || || 15 || 1 ||
|-
| /CMP/PRD/0 || 崩落惑星 || Collapse planet || BreakDownPlanet || || 0 || 1 ||
|-
| /CMP/PRD/0 || ふうせんダンベル惑星 || Fusen dumbbell planet || BalloonDumbbell || || 0 || 1 ||
|-
| /CMP/PRD/ONS || 温泉わくわく星 || Hot spring exciting star || || || 15 || 1 ||
|-
| /CMP/PRD/ONS/0 || オタクイーン戦 || Otaku Eien Battle || HotSpringPlanet || A || 0 || 1 ||
|-
| /CMP/PRD/ONS/0 || オタクロック戦 || Otaku rock battle || HotSpringPlanet || B || 0 || 1 ||
|-
| /CMP/PRD/ONS/0 || オタキング戦 || Otaking battle || HotSpringPlanet || C || 0 || 1 ||
|-
| /CMP/PRD/ONS/0 || 芋煮会パーティー || Potato party party || HotSpringPlanet || D || 0 || 1 ||
|-
| /CMP/PRD/ONS/0 || 水流スライダー || Water flow slider || HotSpringPlanet || E || 0 || 1 ||
|-
| /CMP/PRD/ONS/0 || 赤コインDPD || Red coin DPD || HotSpringPlanet || F || 0 || 1 ||
|-
| /CMP/PRD/ONS/0 || 天空のシャイン || Shine in the sky || HotSpringPlanet || G || 0 || 1 ||
|-
| /CMP/PRD/ONS/0 || チャレンジコース || Challenge course || HotSpringPlanet || H || 0 || 1 ||
|-
| /CMP/PRD/ONS/0 || スライダーシナリオ1 || Slider scenario 1 || HotSpringPlanetSlider || A || 0 || 1 ||
|-
| /CMP/PRD/ONS/0 || スライダーシナリオ2 || Slider scenario 2 || HotSpringPlanetSlider || B || 0 || 1 ||
|-
| /CMP/PRD/0 || エリンギ遺跡 || Eryngii ruins || Eringi || || 0 || 1 ||
|-
| /CMP/PRD/0 || スターマンの砦 || Starman's fort || StarManMap || || 0 || 1 ||
|-
| /CMP/PRD/0 || どら焼き要塞 || Dorayaki fortress || DorayakiAndBlock || || 0 || 1 ||
|-
| /CMP/0 || 惑星図鑑 || Planetary picture book || TsujimuraPlanetTestZone || || 0 || 1 ||
|-
| /CMP/NewFolder || マリオ64 || Mario 64 || || || 0 || 1 ||
|-
| /CMP/NewFolder/0 || ピーチ城 || Peach castle || HosonoTest04 || || 0 || 1 ||
|-
| /CMP/NewFolder/0 || 雪山 || Snowy mountains || TestMapD || || 0 || 1 ||
|-
| /CMP/NewFolder/0 || ボム兵の戦場 || Bomb soldier battlefield || TestMapE || || 0 || 1 ||
|-
| /CMP/NewFolder/0 || バッタン砦 || Fort Battan || TestMapF || || 0 || 1 ||
|-
| /CMP/NewFolder/0 || 洞窟 || cave || TestMapH || || 0 || 1 ||
|-
| /CMP/NewFolder/0 || 海賊の入り江 || Pirate's entry || HosonoTest05 || || 0 || 1 ||
|-
| /CMP/NewFolder2 || マリオサンシャイン || Mario Sunshine || || || 0 || 1 ||
|-
| /CMP/NewFolder2/0 || リコハーバー || Rico Harbor || HosonoTest03 || || 0 || 1 ||
|-
| /CMP/NewFolder2/0 || マーレの入り江 || Mare's cove || HosonoTest02 || || 0 || 1 ||
|-
| /CMP/NewFolder2/0 || ドルピックタウン || Dolpic Town || HosonoTest01 || || 0 || 1 ||
|-
| /CMP/0 || 図鑑ステージ0 || Picture Book Stage 0 || CompleteMap0 || || 0 || 1 ||
|-
| /CMP/0 || 図鑑ステージ1 || Picture Book Stage 1 || CompleteMap1 || || 0 || 1 ||
|-
| /CMP/0 || スターゲットテストステージ || Star get test stage || StarGetTest || || 0 || 1 ||
|-
| /CMP/0 || 法線マップテストステージ || Non -wiring map test stage || NormalMapTestStage || || 0 || 1 ||
|-
| /CMP/0 || 最大距離テストマップ || Maximum distance test map || MaxDistanceTest || || 0 || 1 ||
|-
| /CMP/0 || メッセージテストマップ || Message test map || MessageTestMap || || 0 || 1 ||
|-
| /CMP/0 || 移動用砲台テストステージ || Mobile turret test stage || MarioCanonTest || || 0 || 1 ||
|-
| /CMP/0 || エンベロープ環境投影マップ実験 || Envelope environment projection map experiment || SkiningEnvMapOrViewMap || || 0 || 1 ||
|}
Not only is this file notable as one of only few insights into the Develop build's extra functionality, it also provides names and descriptions of numerous removed maps, as well as information about early versions of retained stages, such as Sea Slide Galaxy (OceanRingGalaxy) having eight scenarios.
=== Possible image ===
[[File:E3 2007 appointment room kiosk demo screenshot by Press The Buttons - Super Mario Galaxy.png]]
This is a photo taken behind-the-scenes for E3M&BS 07 showing a Super Mario Galaxy demo build's menu for selecting stages, likely an instance of StageSelectMenu (but obviously with fewer stages to choose from than in the Develop build, and English names instead of Japanese names).
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__TOC__
== SMG1 ==
{| class="textbox grid alt center" style="border:1px solid #aaa; margin: auto; text-align: center" rules=all
|- style=background:#ccccff
! colspan=3 | SMG1 Filesystem
|- style=background:white
! Name !! Number of Subdirs !! Total Number of Files
|-
| AllTargetAddressMap || 0 || 0
|-
| AllTargetModuleData || 0 || 0
|-
| AudioRes || 5 || 1
|-
| Debug || 0 || 0
|-
| HomeButton2 || 0 || 3
|-
| LayoutData || 0 || 92
|-
| MapPartsData || 0 || 0
|-
| ModuleData || 0 || 2
|-
| MovieData || 0 || 9
|-
| ObjectData || 0 || 1,844
|-
| ParticleData || 0 || 1
|-
| StageData || 48 || 279
|-
| SystemData || 0 || 0
|-
! colspan=3 | opening.bnr
|}
=== Regional folders ===
{| class="textbox grid alt center" style="border:1px solid #aaa; margin: auto; text-align: center" rules=all
|- style=background:#ccccff
! colspan=3 | SMG1 Language Folders
|- style=background:white
! Region || Name
|-
| China (Nvidia Shield) || CnSimpChinese
|-
| Europe || EuDutch
|-
| Europe || EuEnglish
|-
| Europe || EuFrench
|-
| Europe || EuGerman
|-
| Europe || EuItalian
|-
| Europe || EuSpanish
|-
| Japan || JpJapanese
|-
| South Korea || KrKorean
|-
| USA || UsEnglish
|-
| USA || UsFrench
|-
| USA || UsSpanish
|}
== SMG2 ==
{| class="textbox grid alt center" style="border:1px solid #aaa; margin: auto; text-align: center" rules=all
|- style=background:#ccccff
! colspan=3 | SMG2 Filesystem
|- style=background:white
! Name !! Number of Subdirs !! Total Number of Files
|-
| AllTargetAddressMap || 0 || 0
|-
| AllTargetModuleData || 0 || 0
|-
| AudioRes || 5 || 714
|-
| Debug || 0 || 0
|-
| HomeButton2 || 0 || 3
|-
| LayoutData || 0 || 89
|-
| LightData || 0 || 1
|-
| LocalizeData || '''VARIES''' || '''VARIES'''
|-
| MapPartsData || 0 || 0
|-
| ModuleData || 0 || 2
|-
| ObjectData || 0 || 1,576
|-
| ParticleData || 0 || 1
|-
| StageData || 529 || 949
|-
| SystemData || 0 || 1
|-
! colspan=3 | opening.bnr
|}
=== Regional Folders ===
Unlike SMG1, SMG2's language directories are located at /LocalizeData, rather than being located at the file system root. Like SMG1, each language directory has two subdirectories: LayoutData and MessageData.
{| class="textbox grid alt center" style="border:1px solid #aaa; margin: auto; text-align: center" rules=all
|- style=background:#ccccff
! colspan=3 | SMG2 Language Folders
|- style=background:white
! Region || Name
|-
| Taiwan || AsTradChinese
|-
| China (unreleased) || CnSimpChinese
|-
| China (unreleased) || CnTradChinese
|-
| Europe || EuDutch
|-
| Europe || EuEnglish
|-
| Europe || EuFrench
|-
| Europe || EuGerman
|-
| Europe || EuItalian
|-
| Europe || EuSpanish
|-
| Japan || JpJapanese
|-
| South Korea || KrKorean
|-
| USA || UsEnglish
|-
| USA || UsFrench
|-
| USA || UsSpanish
|}
7c95670c4d6135178d808d3646a13acfe7aa019f
Instructional DVD
0
125
330
2023-06-08T01:47:47Z
MasterLuma
3
Created page with "lorem ipsum"
wikitext
text/x-wiki
lorem ipsum
bfb7759a67daeb65410490b4d98bb9da7d1ea2ce
335
330
2023-06-22T03:54:44Z
MasterLuma
3
wikitext
text/x-wiki
The Super Mario Galaxy 2 Bonus Instructional Disc was a standard DVD-ROM disc that came separately for European and Japanese region Super Mario Galaxy 2 disc purchases (none was ever issued or available for USA).
The disc features a 24-minute-long, 9:16, MPEG2 video showing some of the game's basic mechanics.
Interestingly, it can be seen in text on the inside of the disc case, that the video recorded for this disc was played on a development build of Super Mario Galaxy 2. What precisely is the build date or time frame, or what unique things this build had, we are unsure about. But given these discs were released alongside Super Mario Galaxy 2, it must be very close to the retail build.
Gallery (scans taken by Canon Printer):
b862eb3fdfc8490c4c8ebb7637a009bf13f47a7b
336
335
2023-06-22T04:00:25Z
MasterLuma
3
wikitext
text/x-wiki
The Super Mario Galaxy 2 Instructional Disc is a standard DVD-ROM disc that came separately with some European and Japanese region Super Mario Galaxy 2 disc purchases (none was ever issued or available for USA). Due to the regional read protection locking on these discs, USA DVD readers will not recognize or refuse to have its contents copied/read (for dumping purposes), even including being able to just play the disc.
The disc features a 24-minute-long, 9:16, MPEG2 video showing some of the game's basic mechanics (how to navigate the various player controls mostly).
Interestingly, it can be seen in text on the inside of the disc case, that the video recorded for this disc was played on a development build of Super Mario Galaxy 2. What precisely is the build date or time frame, or what unique things this build had, we are unsure about. But given these discs were released alongside these Super Mario Galaxy 2 regions, it must be very close to the retail build.
Gallery (scans taken by Canon Printer):
7a46b1f4053eb61859c6ab6b680c92bc7202fe93
337
336
2023-06-22T04:02:05Z
MasterLuma
3
wikitext
text/x-wiki
The Super Mario Galaxy 2 Instructional Disc is a standard DVD-ROM disc that came separately with some European and Japanese region Super Mario Galaxy 2 disc purchases (none was ever issued or available for USA). Due to the regional read protection locking on these discs, USA DVD readers (no other DVD reader types have yet been tested) will not recognize or refuse to have its contents copied/read (for dumping purposes), even including being able to just play the disc.
The disc features a 24-minute-long, 9:16, MPEG2 video showing some of the game's basic mechanics (how to navigate the various player controls mostly).
Interestingly, it can be seen in text on the inside of the disc case, that the video recorded for this disc was played on a development build of Super Mario Galaxy 2. What precisely is the build date or time frame, or what unique things this build had, we are unsure about. But given these discs were released alongside these Super Mario Galaxy 2 regions, it must be very close to the retail build.
Gallery (scans taken by Canon Printer):
7c6b50dd059116910fbab9faafaa6f45a289a556
345
337
2023-06-22T04:18:51Z
MasterLuma
3
wikitext
text/x-wiki
The Super Mario Galaxy 2 Instructional Disc is a standard DVD-ROM disc that came separately with some European and Japanese region Super Mario Galaxy 2 disc purchases (none was ever issued or available for USA). Due to the regional read protection locking on these discs, USA DVD readers (no other DVD reader types have yet been tested) will not recognize or refuse to have its contents copied/read (for dumping purposes), even including being able to just play the disc.
The disc features a 24-minute-long, 9:16, MPEG2 video showing some of the game's basic mechanics (how to navigate the various player controls mostly).
Interestingly, it can be seen in text on the inside of the disc case, that the video recorded for this disc was played on a development build of Super Mario Galaxy 2. What precisely is the build date or time frame, or what unique things this build had, we are unsure about. But given these discs were released alongside these Super Mario Galaxy 2 regions, it must be very close to the retail build. Secondly, it can also be seen that the disc has been assigned with an ID starter of 9B4, instead of the retail SB4; making it one of the few non-Wii compatible discs to be assigned with a Wii-disc-like ID (and ring code).
Gallery (scans taken by Canon Printer):
[[File:Front.jpg|thumb]]
[[File:Back.jpg|thumb]]
[[File:Inside.jpg|thumb]]
[[File:Outside.jpg|thumb]]
[[File:InfoSheetFront.jpg|thumb]]
[[File:InfoSheetBack.jpg|thumb]]
[[File:DiscObverse.jpg|thumb]]
9faf94ac3d913152fae4d5ca4da1d9bd20f482d2
346
345
2023-06-22T04:24:02Z
MasterLuma
3
wikitext
text/x-wiki
The Super Mario Galaxy 2 Instructional Disc is a standard DVD-ROM disc that came separately with some European and Japanese region Super Mario Galaxy 2 disc purchases (none was ever issued or available for USA). Due to the regional read protection locking on these discs, USA DVD readers (no other DVD reader types have yet been tested) will not recognize or refuse to have its contents copied/read (for dumping purposes), even including being able to just play the disc.
The disc features a 24-minute-long, 9:16, MPEG2 video showing some of the game's basic mechanics (how to navigate the various player controls mostly).
Interestingly, it can be seen in text on the inside of the disc case, that the video recorded for this disc was played on a development build of Super Mario Galaxy 2. What precisely is the build date or time frame, or what unique things this build had, we are unsure about. But given these discs were released alongside these Super Mario Galaxy 2 regions, it must be very close to the retail build. Secondly, it can also be seen that the disc has been assigned with an ID starter of 9B4, instead of the retail SB4; making it one of the few non-Wii compatible discs to be assigned with a Wii-disc-like ID (and ring code).
Gallery (scans taken by Canon Printer):
[[File:Front.jpg]]
[[File:Back.jpg]]
[[File:Inside.jpg]]
[[File:Outside.jpg]]
[[File:InfoSheetFront.jpg]]
[[File:InfoSheetBack.jpg]]
[[File:DiscObverse.jpg]]
92362da3a4bc77c6dc19598ed579776b5163f1ed
350
346
2023-06-26T23:58:02Z
MasterLuma
3
wikitext
text/x-wiki
'''TODO: Fix how the images here are displayed'''
The Super Mario Galaxy 2 Instructional Disc is a standard DVD-ROM disc that came separately with some European and Japanese region Super Mario Galaxy 2 disc purchases (none was ever issued or available for USA). Due to the regional read protection locking on these discs, USA DVD readers (no other DVD reader types have yet been tested) will not recognize or refuse to have its contents copied/read (for dumping purposes), even including being able to just play the disc.
The disc features a 24-minute-long, 9:16, MPEG2 video showing some of the game's basic mechanics (how to navigate the various player controls mostly).
Interestingly, it can be seen in text on the inside of the disc case, that the video recorded for this disc was played on a development build of Super Mario Galaxy 2. What precisely is the build date or time frame, or what unique things this build had, we are unsure about. But given these discs were released alongside these Super Mario Galaxy 2 regions, it must be very close to the retail build. Secondly, it can also be seen that the disc has been assigned with an ID starter of 9B4, instead of the retail SB4; making it one of the few non-Wii compatible discs to be assigned with a Wii-disc-like ID (and ring code).
Gallery (scans taken by Canon Printer):
[[File:Front.jpg]]
[[File:Back.jpg]]
[[File:Inside.jpg]]
[[File:Outside.jpg]]
[[File:InfoSheetFront.jpg]]
[[File:InfoSheetBack.jpg]]
[[File:DiscObverse.jpg]]
d0891614cb0d4148563bb6fb04b13407d116be6f
MediaWiki:Sidebar
8
126
332
2023-06-19T22:55:44Z
GalaxyMaster
1
add UMH invite
wikitext
text/x-wiki
* navigation
** mainpage|mainpage-description
** recentchanges-url|recentchanges
** randompage-url|randompage
** helppage|help-mediawiki
* Community
** https://discord.gg/TudSfUjHcW|Join Under Mario's Hat
* SEARCH
* TOOLBOX
* LANGUAGES
72b20eb65131e971ef9b9d0db90f05cf4772981e
352
332
2023-09-22T12:03:34Z
GalaxyMaster
1
add symbol finder and patch builder
wikitext
text/x-wiki
* navigation
** mainpage|mainpage-description
** recentchanges-url|recentchanges
** randompage-url|randompage
** helppage|help-mediawiki
* Community
** https://discord.gg/TudSfUjHcW|Join Under Mario's Hat
* Resources
** https://mariogalaxy.org/symbols|Symbol finder
** https://mariogalaxy.org/patchbuilder|Patch builder
* SEARCH
* TOOLBOX
* LANGUAGES
1a974880505a7b3d542362c4c2f3122074a54761
355
352
2023-12-03T12:12:35Z
GalaxyMaster
1
add Lord-G Inc.
wikitext
text/x-wiki
* navigation
** mainpage|mainpage-description
** recentchanges-url|recentchanges
** randompage-url|randompage
** helppage|help-mediawiki
* Community
** https://discord.gg/TudSfUjHcW|Join Under Mario's Hat
** https://lordg.org|Lord-G Inc.
* Resources
** https://mariogalaxy.org/symbols|Symbol finder
** https://mariogalaxy.org/patchbuilder|Patch builder
* SEARCH
* TOOLBOX
* LANGUAGES
4b35b4ab15fd8dc0d7df11ad1d722c8d70dcfc04
File:Front.jpg
6
129
338
2023-06-22T04:09:54Z
MasterLuma
3
wikitext
text/x-wiki
The Front of the Disc Case (Closed).
b5c94c2304da25b8329ce30d6b0e3c0bfd0ffafd
File:Back.jpg
6
130
339
2023-06-22T04:10:56Z
MasterLuma
3
wikitext
text/x-wiki
The Back of the Disc Case (Closed).
3411531d68ea5b1afd7a357728be9ef50f3adfcd
File:Inside.jpg
6
131
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2023-06-22T04:11:55Z
MasterLuma
3
wikitext
text/x-wiki
The Opened Disc Case (With All Contents Inside).
87d9e213900fc4bb0ddd7634bb6a7a8f1b1322fc
File:Outside.jpg
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132
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2023-06-22T04:12:36Z
MasterLuma
3
wikitext
text/x-wiki
The Outside of the Disc Case.
321ad5e1dd18f7f91254f7a3ae8fd30544e7e716
File:InfoSheetFront.jpg
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133
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2023-06-22T04:13:35Z
MasterLuma
3
wikitext
text/x-wiki
Front of the Information Sheet.
ff90eca60c37f45f712679d5ee0b3b25dc9df1bb
File:InfoSheetBack.jpg
6
134
343
2023-06-22T04:14:10Z
MasterLuma
3
wikitext
text/x-wiki
Back-side of the Information Sheet.
8e78b737daab3c7da9b850d788eeac906f55cf01
File:DiscObverse.jpg
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135
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2023-06-22T04:16:50Z
MasterLuma
3
wikitext
text/x-wiki
The Obverse of the Disc.
aee978cf8776e8e2f4f4ca4275d6db3cf007a621
Super Mario 128
0
23
347
158
2023-06-23T01:51:44Z
MasterLuma
3
wikitext
text/x-wiki
Super Mario 128 was a GameCube tech demo shown at the Nintendo Space World trade show in 2000. It's simply 128 Marios trying to push each other off to their deaths. Despite never being released to the public, the technology/code of the demo would later appear in the Pikmin games, Super Mario Galaxy and other [[JSYSTEM]] games.
The director of Super Mario 128, [[Yoshiaki Koizumi]], would go on to serve as the director of Super Mario Galaxy.
Several YouTube videos with footage of the live demo from people who attended Spaceworld 2000 are available. Some, but not all included:
<iframe width="1520" height="577" src="https://www.youtube.com/embed/VBH50xxUKEk" title="Super Mario 128 Demo - Original "Lost" Source Footage, Complete" frameborder="0" allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share" allowfullscreen></iframe>
<iframe width="1520" height="577" src="https://www.youtube.com/embed/ElZ6NeZNV44" title="Super Mario 128 - Tech Demo" frameborder="0" allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share" allowfullscreen></iframe>
<iframe width="1520" height="577" src="https://www.youtube.com/embed/3h2E6CGV3HQ" title="Super Mario 128 (Tech Demo Direct Feed)" frameborder="0" allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share" allowfullscreen></iframe>
4126aa42f74349d0d1e8857b75261bac7ae4709f
348
347
2023-06-23T02:03:48Z
MasterLuma
3
wikitext
text/x-wiki
Super Mario 128 was a GameCube tech demo shown at the Nintendo Space World trade show in 2000. It's simply 128 Marios trying to push each other off to their deaths. Despite never being released to the public, the technology/code of the demo would later appear in the Pikmin games, Super Mario Galaxy and other [[JSYSTEM]] games.
The director of Super Mario 128, [[Yoshiaki Koizumi]], would go on to serve as the director of Super Mario Galaxy.
Interestingly, there is an unused AST (Audio Stream) file present in Donkey Kong Jungle Beat's (Wii) AudioRes/Stream folder- named smw.ast (likely an acronym for Super Mario World, oddly enough) where when played, seems to perfectly match the music used for the Super Mario 128 demo. If this is truly a perfect match of the audio used for Super Mario 128, or at least extremely similar to it, then this would be the only content we have from the demo, since no other assets were ever publically shared (as stated above).
Several YouTube videos with footage of the live demo from people who attended Spaceworld 2000 are available, being the only other remnants of this piece of 3D Mario history. Some, but not all included:
https://www.youtube.com/embed/VBH50xxUKEk
https://www.youtube.com/embed/ElZ6NeZNV44
https://www.youtube.com/embed/3h2E6CGV3HQ
031d7ab69977fb22b88d78108fea8536f793a373
349
348
2023-06-23T02:05:56Z
MasterLuma
3
wikitext
text/x-wiki
Super Mario 128 was a GameCube tech demo shown at the Nintendo Space World trade show in 2000. It's simply 128 Marios trying to push each other off to their deaths. Despite never being released to the public, the technology/code of the demo would later appear in the Pikmin games, Super Mario Galaxy and other [[JSYSTEM]] games.
The director of Super Mario 128, [[Yoshiaki Koizumi]], would go on to serve as the director of Super Mario Galaxy.
Interestingly, there is an unused AST (Audio Stream) file present in Donkey Kong Jungle Beat's (Wii) AudioRes/Stream folder- named smw.ast (likely an acronym for Super Mario World, oddly enough) where when played, seems to perfectly match the music used for the Super Mario 128 demo. If this is truly a perfect match of the audio used for Super Mario 128, or at least extremely similar to it, then this would be the only content we have from the demo, since no other assets were ever publically shared (as stated above).
Several YouTube videos with footage of the live demo from people who attended Nintendo's Spaceworld 2000 are available, being the only other remnants of this piece of 3D Mario history. Some, but not all included:
https://www.youtube.com/embed/VBH50xxUKEk
https://www.youtube.com/embed/ElZ6NeZNV44
https://www.youtube.com/embed/3h2E6CGV3HQ
1d0774f288c927a0c83dc40fcc4fe98df44d35ef
Official Soundtrack CDs
0
136
351
2023-06-27T00:00:19Z
MasterLuma
3
Created page with "'''lorem''' ''ipsum''"
wikitext
text/x-wiki
'''lorem''' ''ipsum''
212e87cd93a25081503daabdf81ad3e021d838f7
Category:List of Super Mario Galaxy 2 Galaxies
14
69
353
208
2023-09-23T09:09:44Z
GalaxyMaster
1
fix some names
wikitext
text/x-wiki
This category contains all the galaxies in Super Mario Galaxy 2
LEGEND:<br>
<nowiki># Has a Grand Star</nowiki>
== World 1 ==
{| class = "wikitable"
! Name !! No. of Stars !! Access requirement
|-
| [[Sky Station Galaxy]] || 6 || None
|-
| [[Yoshi Star Galaxy]] || 6 || 1 star
|-
| [[Spin-Dig Galaxy]] || 6 || 3 stars including Yoshi Star 1
|-
| [[Fluffy Bluff Galaxy]] || 6 || Spin Dig 1
|-
| [[Flip-Swap Galaxy]] || 4 || 3 stars including Yoshi Star 1
|-
| [[Rightside Down Galaxy]] || 4 || Spin Dig 1
|-
| [[Bowser Jr.'s Fiery Flotilla]] || 4# || 7 stars including Spin Dig 1
|}
== World 2 ==
{| class = "wikitable"
! Name !! No. of Stars !! Access requirement
|-
| [[Puzzle Plank Galaxy]] || 6 || The Grand Star in World 1
|-
| [[Hightail Falls Galaxy]] || 6 || 1 star from Puzzle Plank
|-
| [[Boulder Bowl Galaxy]] || 6 || 1 star from Puzzle Plank
|-
| [[Cosmic Cove Galaxy]] || 6 || 1 star from Hightail Falls or Boulder Bowl
|-
| [[Wild Glide Galaxy]] || 4 || 1 star from Hightail Falls or Boulder Bowl
|-
| [[Honeybloom Galaxy]] || 4 || 1 star from Hightail Falls or Boulder Bowl
|-
| [[Bowser's Lava Lair]] || 4# || 16 stars including one from Wild Glide, Honeybloom or Cosmic Cove
|}
== World 3 ==
{| class = "wikitable"
! Name !! No. of Stars !! Access requirement
|-
| [[Tall Trunk Galaxy]] || 6 || The Grand Star in World 2
|-
| [[Cloudy Court Galaxy]] || 6 || The Grand Star in World 2
|-
| [[Haunty Halls Galaxy]] || 6 || 1 star from Tall Trunk or Freezy Flake
|-
| [[Freezy Flake Galaxy]] || 6 || 1 star from Cloudy Court or Haunty Halls
|-
| [[Rolling Masterpiece Galaxy]] || 4 || 1 star from Freezy Flake
|-
| [[Beat Block Galaxy]] || 4 || Haunty Halls 1
|-
| [[Bowser Jr.'s Fearsome Fleet]] || 4# || 28 stars
|}
== World 4 ==
{| class = "wikitable"
! Name !! No. of Stars !! Access requirement
|-
| [[Supermassive Galaxy]] || 6 || The Grand Star in World 3
|-
| [[Flipsville Galaxy]] || 6 || Supermassive 1 or Sweet Mystery 1
|-
| [[Starshine Beach Galaxy]] || 6 || Flipsvile 1 or Honeyhop 1
|-
| [[Chompworks Galaxy]] || 6 || Flipsvile 1 or Honeyhop 1
|-
| [[Sweet Mystery Galaxy]] || 4 || The Grand Star in World 3
|-
| [[Honeyhop Galaxy]] || 4 || 1 star from Supermassive
|-
| [[Bowser's Gravity Gauntlet]] || 4# || 40 stars including either Starshine Beach 1 or Chompworks 1
|}
== World 5 ==
{| class = "wikitable"
! Name !! No. of Stars !! Access requirement
|-
| [[Space Storm Galaxy]] || 6 || The Grand Star from World 4
|-
| [[Slipsand Galaxy]] || 6 || Space Storm 1
|-
| [[Shiverburn Galaxy]] || 6 || Space Storm 1
|-
| [[Boo Moon Galaxy]] || 6 || Space Storm 1
|-
| [[Upside Dizzy Galaxy]] || 4 || Space Storm 1
|-
| [[Fleet Glide Galaxy]] || 4 || Space Storm 1
|-
| [[Bowser Jr.'s Boom Bunker]] || 4# || 55 stars including Space Storm 1
|}
== World 6 ==
{| class = "wikitable"
! Name !! No. of Stars !! Access requirement
|-
| [[Melty Monster Galaxy]] || 6 || The Grand Star from World 5
|-
| [[Clockwork Ruins Galaxy]] || 6 || 1 star from Melty Monster
|-
| [[Throwback Galaxy]] || 6 || 60 stars including 1 from Clockwork Ruins
|-
| [[Battle Belt Galaxy]] || 6 || 65 including Throwback 1
|-
| [[Flash Black Galaxy]] || 4 || 1 star from Melty Monster
|-
| [[Slimy Spring Galaxy]] || 4 || Flash Black 1
|-
| [[Bowser's Galaxy Generator]] || 4# || 70 stars including one from either Battle Belt or Slimy Spring
|}
== World S ==
{| class = "wikitable"
! Name !! No. of Stars !! Access requirement
|-
| [[Mario Squared Galaxy]] || 4 || The Grand Star from World 6
|-
| [[Rolling Coaster Galaxy]] || 4 || 75 stars including Mario Squared 1
|-
| [[Twisty Trials Galaxy]] || 4 || 80 stars including Rolling Coaster 1
|-
| [[Stone Cyclone Galaxy]] || 4 || 90 stars including Twisty Trials 1
|-
| [[Boss Blitz Galaxy]] || 4 || 100 stars including Silver Cyclone 1
|-
| [[Flip-Out Galaxy]] || 4 || 110 stars including Boss Blitz 1
|-
| [[Grandmaster Galaxy]] || 2 || 240 stars with no Bronze Stars
|}
646bfbf5216fcbb9f2a577b122fc8e6d0ef98e44
Kuribo64
0
137
354
2023-11-28T17:52:27Z
GalaxyMaster
1
create page
wikitext
text/x-wiki
[https://kuribo64.net/ '''Kuribo64'''] is a message board founded and owned by Arisotura (formerly StapleButter and Mega-Mario). Kuribo64 served as the home of [[Super Mario Galaxy 2.5]] and Super Mario Galaxy modding in general for a while, after the Super Mario Galaxy 2.5 board was closed. Following the death of Super Mario Galaxy 2.5, Arisotura lost interest in Super Mario Galaxy. Kuribo64 moved on to other topics (such as Super Mario 64 DS and New Super Mario Bros. 2 modding), and the Super Mario Galaxy forums on Kuribo64 were archived.
510c1c52e90f861ea3146a633156b06fe02e04a2
Whitehole
0
64
357
259
2024-05-09T03:59:23Z
HummingOwl
9
added some whitehole versions information
wikitext
text/x-wiki
Whitehole is a Super Mario Galaxy 1 and 2 level editor written in the Java programming language.
== Story and Development ==
'''Whitehole''' is the successor to [[Anarchy in the Galaxy]] (sometimes just referred to as Anarchy). Both computer programs were developed as stage editors for the Super Mario Galaxy games, where Whitehole added many more features and built-in tools, and most notably, a 3D rendering of the stages (which Anarchy lacked).
Development for Anarchy began sometime in early 2010 or 2011, some even believe before the 2nd Galaxy game came out, by a user(s) known as/by (???). The tool gained popularity as the online [[Kuribo64]] forums opened in 2012, which hosted many of the early Galaxy hacking scenes.
Whitehole wouldn't begin development until 2012, when its earliest builds would be released to Kuribo64's uploader.
From this day on; Whitehole, while other projects to replace it have occurred but all failed (Shibboleet's [[Takochu]], and SuperHackio's [[Starlight]], to name a few), still remains as the main stage editor for Galaxy hackers.
== Versions ==
There are several Whitehole versions in existence and people often get confused about which one to select. [[#anchor-neo | Whilehole Neo]] is the one of recommended use currently. You can get the Java Runtime Environment (JRE) versions for each Whitehole from [https://adoptium.net/temurin/releases/ here]
==== Whitehole 1.6 ====
This Whitehole version has features that were deleted on Whitehole 1.7. Works for SMG1/2. Requires JRE 8 to work.
* [https://github.com/TheSunCat/Whitehole GitHub Repository]
* [https://github.com/TheSunCat/Whitehole/releases/v1.6 Direct link to last release]
To setup the object database, grab the <code>objectdb.xml</code> from [https://raw.githubusercontent.com/SunakazeKun/galaxydatabase/main/objectdb.xml here] and put it in the same place as the <code>Whitehole.jar</code> file.
==== Whitehole 1.7 ====
Works for SMG1/2. Requires JRE 17 to work.
* [https://github.com/TheSunCat/Whitehole GitHub Repository]
* [https://github.com/TheSunCat/Whitehole/releases/tag/v1.7fix Direct link to last release]
To setup the object database, grab the <code>objectdb.xml</code> from [https://raw.githubusercontent.com/SunakazeKun/galaxydatabase/main/objectdb.xml here] and put it in the same place as the <code>Whitehole.jar</code> file.
'''Note:''' To be able to open SMG1 with this version you have to follow some extra steps (it involves deleting unused SMG1 zones).
==== Whitehole for SMG1 ====
Only to be used with SMG1 and for its Zone-Layer built-in editor. Although you can use it to edit SMG1 levels if you want (you cannot update the object database). Requires JRE 8 to work.
* [https://github.com/SunakazeKun/Whitehole-for-SMG1 GitHub Repository]
* [https://github.com/SunakazeKun/Whitehole-for-SMG1/releases/tag/v1.0 Direct link to last release]
<div id="anchor-despag"></div>
==== Whitehole Despaghettification ====
Works with SMG1/2. Can run with JRE 11 up to 17.
* [https://github.com/SunakazeKun/Whitehole-Despaghettification GitHub Repository]
* [https://github.com/SunakazeKun/Whitehole-Despaghettification/releases/tag/Despag-01072023 Direct link to last release]
The object database file <code>objectdb.json</code> should be already in the <code>data</code> folder of the tool so you don’t have to set anything up for it. Despag will auto update the object database each time it is ran.
<div id="anchor-neo"></div>
==== Whitehole Neo ====
Works with SMG1/2. Can run with JRE 11 up to 17. It is based on [[#anchor-despag | Whitehole Despaghettification]] and it is currently at its beta stage.
* [https://github.com/SMGCommunity/Whitehole-Neo GitHub Repository]
* [https://github.com/SMGCommunity/Whitehole-Neo/releases Link to beta releases]
== Screenshots ==
* TODO
== Troubleshooting ==
If executing Whitehole Despag or 1.7 from Windows and you experience issues (galaxies not opening or part of the rendering screen of the program is blue) paste the following line of code into a <code>Whitehole.bat</code> file in the same place the <code>Whitehole.jar</code> is and double click on it to run the program.
<code>
java --add-exports=java.desktop/sun.awt=ALL-UNNAMED -Dsun.java2d.uiScale=1.0 -jar Whitehole.jar
</code>
If issues persist, report the bug in the respective tool repository or ask for help in a SMG modding related server.
== Notes ==
* If your computer has an old graphics card then Whitehole might not render the galaxies corrently. Specifically, Whitehole 1.7 does not work well under Intel Integrated Graphics.
* Whitehole Despag downloads automatically (each time it is started) its object database.
* Newer object databases don't work for Whitehole for SMG1.
* Whitehole Despag does not render gravity areas.
== See also ==
* [https://github.com/Astral-C/StarForge Starforge]
[[Category:Stage editors]]
7a6943cd4b549198423043067ae7a7c13ece6acd
THPConv-Guide
0
105
358
305
2024-05-09T21:32:06Z
HummingOwl
9
edited style, hope no information was deleted
wikitext
text/x-wiki
This guide is created specifically to make THP videos for SMG1. Other games that support THP may have a different THP setup.
== Required Tools ==
* FFmpeg ([https://web.archive.org/web/20200901234146/https://ffmpeg.zeranoe.com/builds/win32/static/ Win32 older builds], for Linux you can use your package manager)
* THPConv.exe (with dsptool.dll, [https://archive.org/details/WiiDevelopmentPackage/ Wii SDK])
* [https://github.com/MasterofGalaxies/THPConv Alternative THPConv build] (for Linux users)
* [https://www.videolan.org/vlc/ VLC Media Player] (to reproduce THP files)
* [https://www.winehq.org/ Wine] (for Linux users)
== Steps ==
Open a CMD/Terminal in the same place the video you want to convert is and type the following command (Fig. 1):
<code>path\to\ffmpeg.exe -i [input_video] -vf scale="[width]:[height]" -r [fps] [temp_video]</code>
*<code>[input_video]</code> is the video of your choice to convert. Can be any video format.
*<code>[width]</code> is the width the <code>[temp_video]</code> will have. Cannot exceed 672 pixels.
*<code>[height]</code> is the height the <code>[temp_video]</code> will have. There is no limit on this value.
*<code>[fps]</code> are the frames per second the <code>[temp_video]</code> will have. Frame rates can be from 1.0 to 59.94.
[[File:THPConv-Guide_Fig-1.webp|right|thumb|Fig. 1 - Create temporal video]]
<blockquote>
All this information is extracted from the Wii SDK docs for THPConv.
SMG uses 59.94 fps and 640x368 video dimensions for all THP files in the <code>MovieData</code> folder. Use <code>path\to\ffmpeg.exe -i [THP video file]</code> to see it yourself.
If you use different frame rates than 59.94 the video on SMG1 will play slower or faster but not at its "normal" speed.
You can use different values for the width and height of the video, be sure they follow the rules said above and that the dimensions are a multiple of 16.
To get a better video resolution on the final THP video you can use the following flags on the above command <code>-preset veryslow -b:v 21M</code> (file size will increase a lot as <code>-b:v</code> sets the bitrate of the output video). <code>21M</code> was selected because of the bitrates of the OG THP videos on the MovieData folder (you can select any value you want, <code>M</code> means megabyte).
</blockquote>
Create a folder named <code>temp</code> in the same place the <code>[temp_video]</code> is and then type the following command (Fig. 2 and 3):
<code>path\to\ffmpeg.exe -i [temp_video] temp\output%03d.jpg</code>
This will dump all the frames the <code>[temp_video]</code> has into JPG images.
[[File:THPConv-Guide Fig-2.webp|right|thumb|Fig. 2 - Create temporal folder]]
[[File:THPConv-Guide Fig-3.webp|right|thumb|Fig. 3 - Dump temporal video frames into folder]]
<blockquote>
JPG or JPEG can be used, the only restriction the THPConv docs say is that they need to be in the baseline DCT format (which ffmpeg automatically converts them to with the above command).
The minimum frames a THP video can have without breaking the game is 21. Tested with <code>PrologueA.thp</code> in Riivolution.
Very low width and height values for the THP video (16x16 for example) will allow to show blue rectangles on the screen when reproducing the associated cutscene. Tested it very little so I am unsure if this happens all the time.
To get a video resolution similar to the [temp_video] on your THP video you can use the following flag on the above command <code>-q:v 1</code>
</blockquote>
Then, to get the audio part of the video execute (Fig. 4):
<code>path\to\ffmpeg.exe -i [temp_video] -acodec pcm_s16le -ar 32000 [WAV_audio].wav</code>
*<code>[WAV_audio].wav</code> is the name of the WAV audio file to use with THPConv.
:This will convert the audio of the <code>[temp_video]</code> in a WAV audio using the pcm_s16le format.
[[File:THPConv-Guide_Fig-4.webp|right|thumb|Fig. 4 - Create WAV audio file]]
<blockquote>
WAV audios are the only audio input THPConv can process. Specifically non-compressed 16-bit PCM data ones.
WAV audios can be Mono or Stereo, they are both supported by THPConv.
The <code>-ar 32000</code> sets the frequency of the WAV audio. 32000 Hz is needed for the audio in SMG1 since different values make the audio sound at a higher or lower pitch.
</blockquote>
Finally, to get the THP converted file we do (Fig. 5):
<code>path\to\THPConv.exe -j temp\output*.jpg -s [WAV_audio].wav -r 59.94 -d [Output THP].thp -v</code>
[[File:THPConv-Guide_Fig-5.webp|right|thumb|Fig. 5 - Create THP file with THPConv]]
<blockquote>
The <code>-j</code> flag is used to select the JPEG sequential frames that are going to be used in the THP video.
The <code>-s</code> flag is used to select the WAV audio to be used in the THP video (optional).
The <code>-r</code> flag is used to set the frame rate of the THP video. If you want your video to reproduce normally on SMG1 use 59.94 as frame rate. If omitted THPConv will set the frame rate of the THP video to 29.97 fps.
The <code>-d</code> flag is used to set the THP file creation path and name.
The <code>-v</code> flag is used to print more info on the CMD when THPConv is converting the JPG frames and WAV audio into a THP video (optional).
To check more info on the commands THPConv has, check its documentation (Wii SDK or [[THPConv | here]]).
</blockquote>
Now you can replace the THP file with the one you want from your SMG1 dump and test the video on game!
<blockquote>
You can use VLC Media Player to play/test THP videos as well as FFmpeg to convert THP videos to other video formats (you can't convert to THP with FFmpeg).
When testing the THP video on console it is better to not use Riivolution but rather pack the THP into the WBFS file and run said WBFS in a USB Loader. Due to either Riivolution file copying velocity or how inefficient the THP processing algorhythm/video format is (or a combination of both) the video can't be reproduced at its normal speed when being replaced by Riivolution.
</blockquote>
''Thanks to Lord-Giganticus and EmilyTheDemon for their support during the guide!''
61a169935fa6984d613ce4da504b397fda9ff8aa
359
358
2024-05-09T21:40:36Z
HummingOwl
9
wikitext
text/x-wiki
This guide is created specifically to make THP videos for SMG1. Other games that support THP may have a different THP setup.
== Required Tools ==
* FFmpeg ([https://web.archive.org/web/20200901234146/https://ffmpeg.zeranoe.com/builds/win32/static/ Win32 older builds], for Linux you can use your package manager)
* THPConv.exe (with dsptool.dll, [https://archive.org/details/WiiDevelopmentPackage/ Wii SDK])
* [https://github.com/MasterofGalaxies/THPConv Alternative THPConv build] (for Linux users)
* [https://www.videolan.org/vlc/ VLC Media Player] (to reproduce THP files)
* [https://www.winehq.org/ Wine] (for Linux users)
== Steps ==
Open a CMD/Terminal in the same place the video you want to convert is and type the following command (Fig. 1):
<code>path\to\ffmpeg.exe -i [input_video] -vf scale="[width]:[height]" -r [fps] [temp_video]</code>
*<code>[input_video]</code> is the video of your choice to convert. Can be any video format.
*<code>[width]</code> is the width the <code>[temp_video]</code> will have. Cannot exceed 672 pixels.
*<code>[height]</code> is the height the <code>[temp_video]</code> will have. There is no limit on this value.
*<code>[fps]</code> are the frames per second the <code>[temp_video]</code> will have. Frame rates can be from 1.0 to 59.94.
[[File:THPConv-Guide_Fig-1.webp|right|thumb|Fig. 1 - Create temporal video]]
<blockquote>
All this information is extracted from the Wii SDK docs for THPConv.
SMG uses 59.94 fps and 640x368 video dimensions for all THP files in the <code>MovieData</code> folder. Use <code>path\to\ffmpeg.exe -i [THP video file]</code> to see it yourself.
If you use different frame rates than 59.94 the video on SMG1 will play slower or faster but not at its "normal" speed.
You can use different values for the width and height of the video, be sure they follow the rules said above and that the dimensions are a multiple of 16.
To get a better video resolution on the final THP video you can use the following flags on the above command <code>-preset veryslow -b:v 21M</code> (file size will increase a lot as <code>-b:v</code> sets the bitrate of the output video). <code>21M</code> was selected because of the bitrates of the OG THP videos on the MovieData folder (you can select any value you want, <code>M</code> means megabyte).
</blockquote>
Create a folder named <code>temp</code> in the same place the <code>[temp_video]</code> is and then type the following command (Fig. 2 and 3):
<code>path\to\ffmpeg.exe -i [temp_video] temp\output%03d.jpg</code>
This will dump all the frames the <code>[temp_video]</code> has into JPG images.
[[File:THPConv-Guide Fig-2.webp|right|thumb|Fig. 2 - Create temporal folder]]
[[File:THPConv-Guide Fig-3.webp|right|thumb|Fig. 3 - Dump temporal video frames into folder]]
<blockquote>
JPG or JPEG can be used, the only restriction the THPConv docs say is that they need to be in the baseline DCT format (which ffmpeg automatically converts them to with the above command).
The minimum frames a THP video can have without breaking the game is 21. Tested with <code>PrologueA.thp</code> in Riivolution.
Very low width and height values for the THP video (16x16 for example) will allow to show blue rectangles on the screen when reproducing the associated cutscene. Tested it very little so I am unsure if this happens all the time.
To get a video resolution similar to the [temp_video] on your THP video you can use the following flag on the above command <code>-q:v 1</code>
</blockquote>
Then, to get the audio part of the video execute (Fig. 4):
<code>path\to\ffmpeg.exe -i [temp_video] -acodec pcm_s16le -ar 32000 [WAV_audio].wav</code>
*<code>[WAV_audio].wav</code> is the name of the WAV audio file to use with THPConv.
:This will convert the audio of the <code>[temp_video]</code> in a WAV audio using the pcm_s16le format.
[[File:THPConv-Guide_Fig-4.webp|right|thumb|Fig. 4 - Create WAV audio file]]
<blockquote>
WAV audios are the only audio input THPConv can process. Specifically non-compressed 16-bit PCM data ones.
WAV audios can be Mono or Stereo, they are both supported by THPConv.
The <code>-ar 32000</code> sets the frequency of the WAV audio. 32000 Hz is needed for the audio in SMG1 since different values make the audio sound at a higher or lower pitch.
</blockquote>
Finally, to get the THP converted file we do (Fig. 5):
<code>path\to\THPConv.exe -j temp\output*.jpg -s [WAV_audio].wav -r 59.94 -d [Output THP].thp -v</code>
[[File:THPConv-Guide_Fig-5.webp|right|thumb|Fig. 5 - Create THP file with THPConv]]
<blockquote>
The <code>-j</code> flag is used to select the JPEG sequential frames that are going to be used in the THP video.
The <code>-s</code> flag is used to select the WAV audio to be used in the THP video (optional).
The <code>-r</code> flag is used to set the frame rate of the THP video. If you want your video to reproduce normally on SMG1 use 59.94 as frame rate. If omitted THPConv will set the frame rate of the THP video to 29.97 fps.
The <code>-d</code> flag is used to set the THP file creation path and name.
The <code>-v</code> flag is used to print more info on the CMD when THPConv is converting the JPG frames and WAV audio into a THP video (optional).
To check more info on the commands THPConv has, check its documentation (Wii SDK or [[THPConv | here]]).
</blockquote>
Now you can replace the THP file with the one you want from your SMG1 dump and test the video on game!
<blockquote>
You can use VLC Media Player to play/test THP videos as well as FFmpeg to convert THP videos to other video formats (you can't convert to THP with FFmpeg).
When testing the THP video on console it is better to not use Riivolution but rather pack the THP into the WBFS file and run said WBFS in a USB Loader. Due to either Riivolution file copying velocity or how inefficient the THP processing algorhythm/video format is (or a combination of both) the video can't be reproduced at its normal speed when being replaced by Riivolution.
</blockquote>
''Thanks to Lord-Giganticus and EmilyTheDemon for their support during the guide!''
== See also ==
* [[THPConv | THPConv documentation]]
* [https://github.com/MasterofGalaxies/THPConv THPConv port to Linux]
d6f069166c710e8fd323aed985fda5985ea849cb
Template:Note
10
138
360
2024-05-10T02:52:19Z
HummingOwl
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simple note box template
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{{{1}}}
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07151c337eb2835cec721387e3fdb2e3114507e6
File:Note inf image.png
6
139
361
2024-05-10T03:04:01Z
HummingOwl
9
image for the note box (Template:Note)
wikitext
text/x-wiki
== Summary ==
image for the note box (Template:Note)
33fbc4cb60298bc533c0c420e94c97062c84b48c
Template:Note
10
138
362
360
2024-05-10T03:39:17Z
HummingOwl
9
improving the note box
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{{{1}}}
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[[File:Note inf image.png|24px|frameless|center]]
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{{{1}}}
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2024-05-10T03:53:37Z
HummingOwl
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[[File:Note inf image.png|24px|frameless|center]]
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5b005bb3ad9cfd2af31523738ca379685fc4be82
THPConv-Guide
0
105
367
359
2024-05-10T04:06:30Z
HummingOwl
9
using new note box!
wikitext
text/x-wiki
This guide is created specifically to make THP videos for SMG1. Other games that support THP may have a different THP setup.
== Required Tools ==
* FFmpeg ([https://web.archive.org/web/20200901234146/https://ffmpeg.zeranoe.com/builds/win32/static/ Win32 older builds], for Linux you can use your package manager)
* THPConv.exe (with dsptool.dll, [https://archive.org/details/WiiDevelopmentPackage/ Wii SDK])
* [https://github.com/MasterofGalaxies/THPConv Alternative THPConv build] (for Linux users)
* [https://www.videolan.org/vlc/ VLC Media Player] (to reproduce THP files)
* [https://www.winehq.org/ Wine] (for Linux users)
== Steps ==
Open a CMD/Terminal in the same place the video you want to convert is and type the following command (Fig. 1):
<code>path\to\ffmpeg.exe -i [input_video] -vf scale="[width]:[height]" -r [fps] [temp_video]</code>
*<code>[input_video]</code> is the video of your choice to convert. Can be any video format.
*<code>[width]</code> is the width the <code>[temp_video]</code> will have. Cannot exceed 672 pixels.
*<code>[height]</code> is the height the <code>[temp_video]</code> will have. There is no limit on this value.
*<code>[fps]</code> are the frames per second the <code>[temp_video]</code> will have. Frame rates can be from 1.0 to 59.94.
[[File:THPConv-Guide_Fig-1.webp|right|thumb|Fig. 1 - Create temporal video]]
{{note |
* All this information is extracted from the Wii SDK docs for THPConv.
* SMG uses 59.94 fps and 640x368 video dimensions for all THP files in the <code>MovieData</code> folder. Use <code>path\to\ffmpeg.exe -i [THP video file]</code> to see it yourself.
* If you use different frame rates than 59.94 the video on SMG1 will play slower or faster but not at its "normal" speed.
You can use different values for the width and height of the video, be sure they follow the rules said above and that the dimensions are a multiple of 16.
* To get a better video resolution on the final THP video you can use the following flags on the above command <code>-preset veryslow -b:v 21M</code> (file size will increase a lot as <code>-b:v</code> sets the bitrate of the output video). <code>21M</code> was selected because of the bitrates of the OG THP videos on the MovieData folder (you can select any value you want, <code>M</code> means megabyte).
}}
Create a folder named <code>temp</code> in the same place the <code>[temp_video]</code> is and then type the following command (Fig. 2 and 3):
<code>path\to\ffmpeg.exe -i [temp_video] temp\output%03d.jpg</code>
This will dump all the frames the <code>[temp_video]</code> has into JPG images.
[[File:THPConv-Guide Fig-2.webp|right|thumb|Fig. 2 - Create temporal folder]]
[[File:THPConv-Guide Fig-3.webp|right|thumb|Fig. 3 - Dump temporal video frames into folder]]
{{ note |
* JPG or JPEG can be used, the only restriction the THPConv docs say is that they need to be in the baseline DCT format (which ffmpeg automatically converts them to with the above command).
* The minimum frames a THP video can have without breaking the game is 21. Tested with <code>PrologueA.thp</code> in Riivolution.
* Very low width and height values for the THP video (16x16 for example) will allow to show blue rectangles on the screen when reproducing the associated cutscene. Tested it very little so I am unsure if this happens all the time.
* To get a video resolution similar to the [temp_video] on your THP video you can use the following flag on the above command <code>-q:v 1</code>
}}
Then, to get the audio part of the video execute (Fig. 4):
<code>path\to\ffmpeg.exe -i [temp_video] -acodec pcm_s16le -ar 32000 [WAV_audio].wav</code>
*<code>[WAV_audio].wav</code> is the name of the WAV audio file to use with THPConv.
:This will convert the audio of the <code>[temp_video]</code> in a WAV audio using the pcm_s16le format.
[[File:THPConv-Guide_Fig-4.webp|right|thumb|Fig. 4 - Create WAV audio file]]
{{ note |
* WAV audios are the only audio input THPConv can process. Specifically non-compressed 16-bit PCM data ones.
* WAV audios can be Mono or Stereo, they are both supported by THPConv.
* The <code>-ar 32000</code> sets the frequency of the WAV audio. 32000 Hz is needed for the audio in SMG1 since different values make the audio sound at a higher or lower pitch.
}}
Finally, to get the THP converted file we do (Fig. 5):
<code>path\to\THPConv.exe -j temp\output*.jpg -s [WAV_audio].wav -r 59.94 -d [Output THP].thp -v</code>
[[File:THPConv-Guide_Fig-5.webp|right|thumb|Fig. 5 - Create THP file with THPConv]]
{{ note |
* The <code>-j</code> flag is used to select the JPEG sequential frames that are going to be used in the THP video.
* The <code>-s</code> flag is used to select the WAV audio to be used in the THP video (optional).
* The <code>-r</code> flag is used to set the frame rate of the THP video. If you want your video to reproduce normally on SMG1 use 59.94 as frame rate. If omitted THPConv will set the frame rate of the THP video to 29.97 fps.
* The <code>-d</code> flag is used to set the THP file creation path and name.
* The <code>-v</code> flag is used to print more info on the CMD when THPConv is converting the JPG frames and WAV audio into a THP video (optional).
* To check more info on the commands THPConv has, check its documentation (Wii SDK or [[THPConv | here]]).
</blockquote>
Now you can replace the THP file with the one you want from your SMG1 dump and test the video on game!
{{ note |
* You can use VLC Media Player to play/test THP videos as well as FFmpeg to convert THP videos to other video formats (you can't convert to THP with FFmpeg).
* When testing the THP video on console it is better to not use Riivolution but rather pack the THP into the WBFS file and run said WBFS in a USB Loader. Due to either Riivolution file copying velocity or how inefficient the THP processing algorhythm/video format is (or a combination of both) the video can't be reproduced at its normal speed when being replaced by Riivolution.
}}
''Thanks to Lord-Giganticus and EmilyTheDemon for their support during the guide!''
== See also ==
* [[THPConv | THPConv documentation]]
* [https://github.com/MasterofGalaxies/THPConv THPConv port to Linux]
95b2ec591f168cf66ba5a93828923cf242fd4153
368
367
2024-05-10T14:26:17Z
HummingOwl
9
wikitext
text/x-wiki
This guide is created specifically to make THP videos for SMG1. Other games that support THP may have a different THP setup.
== Required Tools ==
* FFmpeg ([https://web.archive.org/web/20200901234146/https://ffmpeg.zeranoe.com/builds/win32/static/ Win32 older builds], for Linux you can use your package manager)
* THPConv.exe (with dsptool.dll, [https://archive.org/details/WiiDevelopmentPackage/ Wii SDK])
* [https://github.com/MasterofGalaxies/THPConv Alternative THPConv build] (for Linux users)
* [https://www.videolan.org/vlc/ VLC Media Player] (to reproduce THP files)
* [https://www.winehq.org/ Wine] (for Linux users)
== Steps ==
Open a CMD/Terminal in the same place the video you want to convert is and type the following command (Fig. 1):
<code>path\to\ffmpeg.exe -i [input_video] -vf scale="[width]:[height]" -r [fps] [temp_video]</code>
*<code>[input_video]</code> is the video of your choice to convert. Can be any video format.
*<code>[width]</code> is the width the <code>[temp_video]</code> will have. Cannot exceed 672 pixels.
*<code>[height]</code> is the height the <code>[temp_video]</code> will have. There is no limit on this value.
*<code>[fps]</code> are the frames per second the <code>[temp_video]</code> will have. Frame rates can be from 1.0 to 59.94.
[[File:THPConv-Guide_Fig-1.webp|right|thumb|Fig. 1 - Create temporal video]]
{{note |
* All this information is extracted from the Wii SDK docs for THPConv.
* SMG uses 59.94 fps and 640x368 video dimensions for all THP files in the <code>MovieData</code> folder. Use <code>path\to\ffmpeg.exe -i [THP video file]</code> to see it yourself.
* If you use different frame rates than 59.94 the video on SMG1 will play slower or faster but not at its "normal" speed.
You can use different values for the width and height of the video, be sure they follow the rules said above and that the dimensions are a multiple of 16.
* To get a better video resolution on the final THP video you can use the following flags on the above command <code>-preset veryslow -b:v 21M</code> (file size will increase a lot as <code>-b:v</code> sets the bitrate of the output video). <code>21M</code> was selected because of the bitrates of the OG THP videos on the MovieData folder (you can select any value you want, <code>M</code> means megabyte).
}}
Create a folder named <code>temp</code> in the same place the <code>[temp_video]</code> is and then type the following command (Fig. 2 and 3):
<code>path\to\ffmpeg.exe -i [temp_video] temp\output%03d.jpg</code>
This will dump all the frames the <code>[temp_video]</code> has into JPG images.
[[File:THPConv-Guide Fig-2.webp|right|thumb|Fig. 2 - Create temporal folder]]
[[File:THPConv-Guide Fig-3.webp|right|thumb|Fig. 3 - Dump temporal video frames into folder]]
{{ note |
* JPG or JPEG can be used, the only restriction the THPConv docs say is that they need to be in the baseline DCT format (which ffmpeg automatically converts them to with the above command).
* The minimum frames a THP video can have without breaking the game is 21. Tested with <code>PrologueA.thp</code> in Riivolution.
* Very low width and height values for the THP video (16x16 for example) will allow to show blue rectangles on the screen when reproducing the associated cutscene. Tested it very little so I am unsure if this happens all the time.
* To get a video resolution similar to the [temp_video] on your THP video you can use the following flag on the above command <code>-q:v 1</code>
}}
Then, to get the audio part of the video execute (Fig. 4):
<code>path\to\ffmpeg.exe -i [temp_video] -acodec pcm_s16le -ar 32000 [WAV_audio].wav</code>
*<code>[WAV_audio].wav</code> is the name of the WAV audio file to use with THPConv.
:This will convert the audio of the <code>[temp_video]</code> in a WAV audio using the pcm_s16le format.
[[File:THPConv-Guide_Fig-4.webp|right|thumb|Fig. 4 - Create WAV audio file]]
{{ note |
* WAV audios are the only audio input THPConv can process. Specifically non-compressed 16-bit PCM data ones.
* WAV audios can be Mono or Stereo, they are both supported by THPConv.
* The <code>-ar 32000</code> sets the frequency of the WAV audio. 32000 Hz is needed for the audio in SMG1 since different values make the audio sound at a higher or lower pitch.
}}
Finally, to get the THP converted file we do (Fig. 5):
<code>path\to\THPConv.exe -j temp\output*.jpg -s [WAV_audio].wav -r 59.94 -d [Output THP].thp -v</code>
[[File:THPConv-Guide_Fig-5.webp|right|thumb|Fig. 5 - Create THP file with THPConv]]
{{ note |
* The <code>-j</code> flag is used to select the JPEG sequential frames that are going to be used in the THP video.
* The <code>-s</code> flag is used to select the WAV audio to be used in the THP video (optional).
* The <code>-r</code> flag is used to set the frame rate of the THP video. If you want your video to reproduce normally on SMG1 use 59.94 as frame rate. If omitted THPConv will set the frame rate of the THP video to 29.97 fps.
* The <code>-d</code> flag is used to set the THP file creation path and name.
* The <code>-v</code> flag is used to print more info on the CMD when THPConv is converting the JPG frames and WAV audio into a THP video (optional).
* To check more info on the commands THPConv has, check its documentation (Wii SDK or [[THPConv | here]]).
</blockquote>
Now you can replace the THP file with the one you want from your SMG1 dump and test the video on game!
{{ note |
* You can use VLC Media Player to play/test THP videos as well as FFmpeg to convert THP videos to other video formats (you can't convert to THP with FFmpeg).
* When testing the THP video on console it is better to not use Riivolution but rather pack the THP into the WBFS file and run said WBFS in a USB Loader. Due to either Riivolution file copying velocity or how inefficient the THP processing algorhythm/video format is (or a combination of both) the video can't be reproduced at its normal speed when being replaced by Riivolution.
}}
''Thanks to Lord-Giganticus and EmilyTheDemon for their support during the guide!''
== See also ==
* [[THPConv | THPConv documentation]]
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This guide is created specifically to make THP videos for SMG1. Other games that support THP may have a different THP setup.
== Required Tools ==
* FFmpeg ([https://web.archive.org/web/20200901234146/https://ffmpeg.zeranoe.com/builds/win32/static/ Win32 older builds], for Linux you can use your package manager)
* THPConv.exe (with dsptool.dll, [https://archive.org/details/WiiDevelopmentPackage/ Wii SDK])
* [https://github.com/MasterofGalaxies/THPConv Alternative THPConv build] (for Linux users)
* [https://www.videolan.org/vlc/ VLC Media Player] (to reproduce THP files)
* [https://www.winehq.org/ Wine] (for Linux users)
== Steps ==
Open a CMD/Terminal in the same place the video you want to convert is and type the following command (Fig. 1):
<code>path\to\ffmpeg.exe -i [input_video] -vf scale="[width]:[height]" -r [fps] [temp_video]</code>
*<code>[input_video]</code> is the video of your choice to convert. Can be any video format.
*<code>[width]</code> is the width the <code>[temp_video]</code> will have. Cannot exceed 672 pixels.
*<code>[height]</code> is the height the <code>[temp_video]</code> will have. There is no limit on this value.
*<code>[fps]</code> are the frames per second the <code>[temp_video]</code> will have. Frame rates can be from 1.0 to 59.94.
[[File:THPConv-Guide_Fig-1.webp|right|thumb|Fig. 1 - Create temporal video]]
{{note |
* All this information is extracted from the Wii SDK docs for THPConv.
* SMG uses 59.94 fps and 640x368 video dimensions for all THP files in the <code>MovieData</code> folder. Use <code>path\to\ffmpeg.exe -i [THP video file]</code> to see it yourself.
* If you use different frame rates than 59.94 the video on SMG1 will play slower or faster but not at its "normal" speed.
You can use different values for the width and height of the video, be sure they follow the rules said above and that the dimensions are a multiple of 16.
* To get a better video resolution on the final THP video you can use the following flags on the above command <code>-preset veryslow -b:v 21M</code> (file size will increase a lot as <code>-b:v</code> sets the bitrate of the output video). <code>21M</code> was selected because of the bitrates of the OG THP videos on the MovieData folder (you can select any value you want, <code>M</code> means megabyte).
}}
Create a folder named <code>temp</code> in the same place the <code>[temp_video]</code> is and then type the following command (Fig. 2 and 3):
<code>path\to\ffmpeg.exe -i [temp_video] temp\output%03d.jpg</code>
This will dump all the frames the <code>[temp_video]</code> has into JPG images.
[[File:THPConv-Guide Fig-2.webp|right|thumb|Fig. 2 - Create temporal folder]]
[[File:THPConv-Guide Fig-3.webp|right|thumb|Fig. 3 - Dump temporal video frames into folder]]
{{ note |
* JPG or JPEG can be used, the only restriction the THPConv docs say is that they need to be in the baseline DCT format (which ffmpeg automatically converts them to with the above command).
* The minimum frames a THP video can have without breaking the game is 21. Tested with <code>PrologueA.thp</code> in Riivolution.
* Very low width and height values for the THP video (16x16 for example) will allow to show blue rectangles on the screen when reproducing the associated cutscene. Tested it very little so I am unsure if this happens all the time.
* To get a video resolution similar to the [temp_video] on your THP video you can use the following flag on the above command <code>-q:v 1</code>
}}
Then, to get the audio part of the video execute (Fig. 4):
<code>path\to\ffmpeg.exe -i [temp_video] -acodec pcm_s16le -ar 32000 [WAV_audio].wav</code>
*<code>[WAV_audio].wav</code> is the name of the WAV audio file to use with THPConv.
:This will convert the audio of the <code>[temp_video]</code> in a WAV audio using the pcm_s16le format.
[[File:THPConv-Guide_Fig-4.webp|right|thumb|Fig. 4 - Create WAV audio file]]
{{ note |
* WAV audios are the only audio input THPConv can process. Specifically non-compressed 16-bit PCM data ones.
* WAV audios can be Mono or Stereo, they are both supported by THPConv.
* The <code>-ar 32000</code> sets the frequency of the WAV audio. 32000 Hz is needed for the audio in SMG1 since different values make the audio sound at a higher or lower pitch.
}}
Finally, to get the THP converted file we do (Fig. 5):
<code>path\to\THPConv.exe -j temp\output*.jpg -s [WAV_audio].wav -r 59.94 -d [Output THP].thp -v</code>
[[File:THPConv-Guide_Fig-5.webp|right|thumb|Fig. 5 - Create THP file with THPConv]]
{{ note |
* The <code>-j</code> flag is used to select the JPEG sequential frames that are going to be used in the THP video.
* The <code>-s</code> flag is used to select the WAV audio to be used in the THP video (optional).
* The <code>-r</code> flag is used to set the frame rate of the THP video. If you want your video to reproduce normally on SMG1 use 59.94 as frame rate. If omitted THPConv will set the frame rate of the THP video to 29.97 fps.
* The <code>-d</code> flag is used to set the THP file creation path and name.
* The <code>-v</code> flag is used to print more info on the CMD when THPConv is converting the JPG frames and WAV audio into a THP video (optional).
* To check more info on the commands THPConv has, check its documentation (Wii SDK or [[THPConv | here]]).
}}
Now you can replace the THP file with the one you want from your SMG1 dump and test the video on game!
{{ note |
* You can use VLC Media Player to play/test THP videos as well as FFmpeg to convert THP videos to other video formats (you can't convert to THP with FFmpeg).
* When testing the THP video on console it is better to not use Riivolution but rather pack the THP into the WBFS file and run said WBFS in a USB Loader. Due to either Riivolution file copying velocity or how inefficient the THP processing algorhythm/video format is (or a combination of both) the video can't be reproduced at its normal speed when being replaced by Riivolution.
}}
''Thanks to Lord-Giganticus and EmilyTheDemon for their support during the guide!''
== See also ==
* [[THPConv | THPConv documentation]]
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[[Category:Tools]]{{SDK Reference}}
'''THPConv.exe''' is a prebuilt Win32 console application that Nintendo provides in the Wii and GCN SDKs. It is used to convert sequential JPEG images into a THP video format (with an option to include audio into it from a WAV audio file) and to include/replace audio of an existent THP video. It needs the '''dsptool.dll''' file to work.
There is a similar program called '''THPConvD.exe''' included alonside '''THPConv.exe''' and according to the Wii SDK docs:
<blockquote><i>there is no difference in how the two behave. Normally you should use THPConv.exe. THPConvD.exe remains in order to maintain compatibility with past systems.</i></blockquote>
So you may use either '''THPConv.exe''' or '''THPConvD.exe''' to make/edit THP files (be sure to have the respective '''dsptoolD.dll''' for '''THPConvD.exe''').
Linux users can use [https://www.winehq.org/ Wine] to run both programs.
== Converting Sequential JPEG files to THP Movie Data ==
=== Description ===
The following describes how to use the THPConv tool to convert '''Sequential JPEG files''' to '''THP movie data''':
<code>THPConv.exe -j <*.jpg> -d <outputfile> [-<option> <argument>]</code>
Options description:
<table border="1" cellpadding="3" cellspacing="0">
<tr align="center">
<th width="50" bgcolor="#C0C0C0">Option</th>
<th width="100" bgcolor="#C0C0C0">Argument</th>
<th bgcolor="#C0C0C0">Description</th>
</tr>
<tr>
<th align="center" width="50" bgcolor="#FFFFCC">-j</th>
<td align="center" width="100" bgcolor="#E6E6FA"><*.jpg></td>
<td>Specifies the input files (sequential JPEG files). Wildcard characters ("*") can be used. This argument must always be specified.</td>
</tr>
<tr>
<th align="center" width="50" bgcolor="#FFFFCC">-d</th>
<td align="center" width="100" bgcolor="#E6E6FA"><outputfile></td>
<td>Specifies the output file (THP file). This argument must always be specified.</td>
</tr>
<tr>
<th align="center" width="50" bgcolor="#FFFFCC">-s</th>
<td align="center" width="100" bgcolor="#E6E6FA"><wavefile><wavefile>......</td>
<td>Specifies the audio file (WAV file) that will be converted to THP audio data. When specifying more than one file for the argument, data is allocated to audio tracks in the order it is specified.</td>
</tr>
<tr>
<th align="center" width="50" bgcolor="#FFFFCC">-r</th>
<td align="center" width="100" bgcolor="#E6E6FA"><framerate></td>
<td>Specifies the movie's frame rate. Frame rates from 1.0 to 59.94 can be specified. If nothing is specified, the default value (29.97) is used.</td>
</tr>
<tr>
<th align="center" width="50" bgcolor="#FFFFCC">-o</th>
<td align="center" width="100" bgcolor="#E6E6FA">-</td>
<td>THP movie data can internally store offsets to each frame data as a table. If this argument is specified, the THPConv tool will create an offset table in the THP data. If this argument is not specified, the THP movie data, no offset table will be created in the THP movie data.</td>
</tr>
<tr>
<th align="center" width="50" bgcolor="#FFFFCC">-non</th>
<td align="center" width="100" bgcolor="#E6E6FA" rowspan="3">-</td>
<td rowspan="3">Specifies the THP video data format. When interlace starts the video data from an odd numbered field, specify -odd. When interlace starts from an even numbered field, specify -even. If this argument is not specified, the THP video data format is automatically set to non-interlaced (-non).</td>
</tr>
<tr>
<th align="center" width="50" bgcolor="#FFFFCC">-odd</th>
</tr>
<tr>
<th align="center" width="50" bgcolor="#FFFFCC">-even</th>
</tr>
<tr>
<th align="center" width="50" bgcolor="#FFFFCC">-v</th>
<td align="center" width="100" bgcolor="#E6E6FA">-</td>
<td>Turns on Verbose mode.</td>
</tr>
<tr>
<th align="center" width="50" bgcolor="#FFFFCC">-h</th>
<td align="center" width="100" bgcolor="#E6E6FA">-</td>
<td>Displays the option list.</td>
</tr>
</table>
=== Example ===
<code>THPConv.exe -j test*.jpg -d output.thp</code>
When this example is executed from a command line, the sequential JPEG files in the current directory (test001.jpg, test002.jpg, test003.jpg, etc.) are converted to THP video data and collected into a single THP movie data file (output.thp). No WAV audio is specified so the THP video will be just video without audio.
{{ note |
* When converting sequential JPEG files to THP movie data, the names of the specified input files must have the extension ".jpg" or ".jpeg".
* Unlike the Nintendo GameCube, audio data is output at the set playback frequency (of 48,000 Hz or 32,000 Hz) on the Wii.
}}
== Changing THP Audio Data in THP Movie Data ==
Note that some of the commands options above are the same here (being those '''-s''', '''-d''', '''-r''', '''-o''', '''-non''', '''-even''', '''-odd''', '''-v''', '''-h''').
=== Description ===
Below are the instructions for using the THPConv tool to change the THP audio data in '''THP Movie Data'''.
<code>THPConv.exe -c <inputfile> -s <wavefile> <wavefile>... -d <outputfile> [-<option> <argument>]</code>
Options Description:
<table border="1" cellpadding="3" cellspacing="0">
<tr align="center">
<th width="50" bgcolor="#C0C0C0">option</th>
<th width="100" bgcolor="#C0C0C0">argument</th>
<th bgcolor="#C0C0C0">Description</th>
</tr>
<tr>
<th align="center" width="50" bgcolor="#FFFFCC">-c</th>
<td align="center" width="100" bgcolor="#E6E6FA"><inputfile></td>
<td>Specifies the input file (THP file). This argument must always be specified.</td>
</tr>
<tr>
<th align="center" width="50" bgcolor="#FFFFCC">-s</th>
<td align="center" width="100" bgcolor="#E6E6FA"><wavefile><wavefile>......</td>
<td>Specifies the replacing sound file ('''WAV file'''). When specifying more than one file for the argument, data is allocated to audio tracks in the order it is specified. If a THP file format that does not support multitracks is input, the output file will be in a format that supports multitracks.</td>
</tr>
<tr>
<th align="center" width="50" bgcolor="#FFFFCC">-d</th>
<td align="center" width="100" bgcolor="#E6E6FA"><outputfile></td>
<td>Specifies the output file (THP file). If this argument is not given, the THPConv tool will overwrite the input file.</td>
</tr>
<tr>
<th align="center" width="50" bgcolor="#FFFFCC">-r</th>
<td align="center" width="100" bgcolor="#E6E6FA"><framerate></td>
<td>Specifies the movie's frame rate. Frame rates from 1.0 to 59.94 can be specified. If nothing is specified, the default value (29.97) is used.</td>
</tr>
<tr>
<th align="center" width="50" bgcolor="#FFFFCC">-o</th>
<td align="center" width="100" bgcolor="#E6E6FA">-</td>
<td>THP movie data can internally store offsets to each frame data as a table. If this argument is specified, the THPConv tool will create an offset table in the THP data. If this argument is not specified, the THP movie data, no offset table will be created in the THP movie data.</td>
</tr>
<tr>
<th align="center" width="50" bgcolor="#FFFFCC">-non</th>
<td align="center" width="100" bgcolor="#E6E6FA" rowspan="3">-</td>
<td rowspan="3">Specifies the THP video data format. When interlace starts the video data from an odd numbered field, specify -odd. When interlace starts from an even numbered field, specify -even. If this argument is not specified, the THP video data format will be automatically set to non-interlaced (-non).</td>
</tr>
<tr>
<th align="center" width="50" bgcolor="#FFFFCC">-odd</th>
</tr>
<tr>
<th align="center" width="50" bgcolor="#FFFFCC">-even</th>
</tr>
<tr>
<th align="center" width="50" bgcolor="#FFFFCC">-trk</th>
<td align="center" width="100" bgcolor="#E6E6FA"><track No.><wavefile></td>
<td>If you only want to replace a single audio track dataset, use this option instead of -s. The first argument is the audio track number to replace (0-), the second argument is the sound file (WAV file) that will make the replacement. Using this option invalidates the -r, -o, -non, -odd, and -even options. This option can only be used with the THP file formats that support multitracks.</td>
</tr>
<tr>
<th align="center" width="50" bgcolor="#FFFFCC">-v</th>
<td align="center" width="100" bgcolor="#E6E6FA">-</td>
<td>Turns on Verbose mode.</td>
</tr>
<tr>
<th align="center" width="50" bgcolor="#FFFFCC">-h</th>
<td align="center" width="100" bgcolor="#E6E6FA">-</td>
<td>Displays the option list.</td>
</tr>
</table>
{{ note |
* When the THPConv tool replaces audio data in existing THP movie data, the old THP audio data is deleted. Once the THP audio data is deleted, it cannot be restored. If no output file is specified when the audio data is replaced, the THPConv tool will overwrite the THP movie data. When replacing the audio data, be sure to create a backup file or to specify an output file; this will prevent accidental deletion of your data.
* If the replacement WAV file has a longer playback time than the THP movie data, the section of the replacement WAV file that is longer than the THP movie data will not be converted. If the playback time of the THP movie data is longer than the wave file, the remaining section will be silent.
* If the THP movie data specified as the input data does not contain audio data, this operation will add THP audio data to the specified file.
* If you want the THP movie data to contain more than one audio track dataset, make sure that the channel counts and playback frequencies for all audio track datasets are the same.
* Unlike the Nintendo GameCube, audio data on the Wii console is output at a set playback frequency (48,000 Hz or 32,000 Hz).
}}
== Compatible file formats for THPConv ==
=== Sequential JPEG File Format ===
==== Description ====
The THPConv tool can convert a group of sequential JPEG files having sequence numbers at the end of their filenames (indicating the playback order) to THP movie data. When interleaving audio data in sequential JPEG files, you must either specify the WAV files by using the -s option at the time the sequential JPEG files are converted, or add the WAV files after conversion.
The following restrictions apply to groups of sequential JPEG files that can be handled with the THPConv tool:
* All JPEG files to be collected into a single THP movie dataset must have the same number of pixels in the horizontal and vertical directions.
* The group of sequential JPEG files must have sequence numbers (corresponding to frame numbers) appended to the end of their filenames.
* The number of the JPEG file corresponding to the initial frame of the THP movie data can be any number. However, the numbers of all files thereafter must be sequential.
* Please add leading zeros to the frame numbers appended to the filenames so that they all match the number of digits in the last frame.
The following restrictions apply to each file in a group of sequential JPEG files:
* Only the JPEG baseline DCT format is supported.
* Only sequential encoding is supported.
* Only supports a sample rate of 4:2:0.
* The pixel counts in both the horizontal and vertical directions must be a multiple of 16.
* The maximum pixel count in the horizontal direction is 672 dots. There is no restriction on the pixel count in the vertical direction.
If the sequential JPEG files do not meet these requirements, the THPConv tool will output an error and stop processing.
==== Example ====
To create four seconds of THP movie data at 30 FPS from sequential JPEG files, the numbers of the sequential JPEG files (testxxx.jpg) should look like the following:
<table border="0">
<tr align="center">
<td align="center" width="80">Frame</td>
<td align="right" width="60"> 1 : </td>
<td width="180">test001.jpg</td>
</tr>
<tr align="center">
<td align="center" width="80">Frame</td>
<td align="right" width="60"> 2 : </td>
<td width="180">test002.jpg</td>
</tr>
<tr align="center">
<td align="center" width="80">Frame</td>
<td align="right" width="60"> 3 : </td>
<td width="180">test003.jpg</td>
</tr>
<tr align="center">
<td align="center" width="80"> …</td>
<td align="right" width="60"> … : </td>
<td width="180"> …</td>
</tr>
<tr align="center">
<td align="center" width="80">Frame</td>
<td align="right" width="60">51 : </td>
<td width="180">test051.jpg</td>
</tr>
<tr align="center">
<td align="center" width="80">Frame</td>
<td align="right" width="60">52 : </td>
<td width="180">test052.jpg</td>
</tr>
<tr align="center">
<td align="center" width="80"> …</td>
<td align="right" width="60"> … : </td>
<td width="180"> …</td>
</tr>
<tr align="center">
<td align="center" width="80">Frame</td>
<td align="right" width="60">118 : </td>
<td width="180">test118.jpg</td>
</tr>
<tr align="center">
<td align="center" width="80">Frame</td>
<td align="right" width="60">119 : </td>
<td width="180">test119.jpg</td>
</tr>
<tr align="center">
<td align="center" width="80">Frame</td>
<td align="right" width="60">120 : </td>
<td width="180">test120.jpg</td>
</tr>
</table>
=== WAV file format ===
==== Description ====
The THPConv tool can convert a general WAV file to THP audio data and interleave it with THP movie data. The following restrictions apply to WAV files that can be converted by the THPConv tool:
* They must be non-compressed 16-bit PCM data.
* Monaural (one channel) and stereo (two channels) are supported.
If the wav file does not meet these requirements, the THPConv tool will output an error and stop processing.
{{ note |
* Unlike the Nintendo GameCube, audio data is output at the set playback frequency (of 48,000 Hz or 32,000 Hz) on the Wii.
* WAV files having a playback frequency other than 48,000Hz or 32,000Hz can be specified in THPConv. When playing THP movie data created with such WAV files, use <code>THPPlayerStrmAX</code>.Even if you created THP movie data specifying wav files with a playback frequency of 48,000Hz or 32,000Hz, if the playback frequency setting on the Wii is different, use <code>THPPlayerStrmAX</code>.
* If you want the THP movie data to contain more than one audio data set, make sure the channel counts and playback frequencies for all data sets are the same.
}}
<!--
= Creating a THP video for SMG =
''THPConv.exe is originally a Windows binary, but a port to Linux exits. You can find it [https://github.com/MasterofGalaxies/THPConv here]''
# Run the following in a shell program: ''ffmpeg -i Input.mp4 -r 59.94 -vf scale=640:368 temp\frame%03d.jpg'' (Replace Input.mp4 and temp with what you want)
# If you are going to make the video have audio run this: ''ffmpeg -i Input.mp4 -r 59.94 -f u16be audio.wav'' (Replace Input.mp4 and audio.wav with what you want)
# Then, run this if you are not making a video with audio: ''THPConv.exe -j temp\*.jpg -r 59.94 -d output.thp'' (Replace temp and output.thp with what you want)
# If you DO want audio, run this instead: ''THPConv.exe -j temp\*.jpg -r 59.94 -s audio.wav -d output.thp'' (Replace temp, audio.wav, and output.thp with what you want)
# Attempt replacing one of the THP Videos in [[File_system#MovieData|MovieData]] and see if it works.
-->
42445c5444e87601006a6f956e9e309780e51862
Module:ConvertNumeric
828
140
371
2024-05-13T03:47:40Z
Lord-Giganticus
4
Created page with "-- Module for converting between different representations of numbers. See talk page for user documentation. -- For unit tests see: [[Module:ConvertNumeric/testcases]] -- When editing, preview with: [[Module_talk:ConvertNumeric/testcases]] -- First, edit [[Module:ConvertNumeric/sandbox]], then preview with [[Module_talk:ConvertNumeric/sandbox/testcases]] require('strict') local ones_position = { [0] = 'zero', [1] = 'one', [2] = 'two', [3] = 'three', [4] = 'four',..."
Scribunto
text/plain
-- Module for converting between different representations of numbers. See talk page for user documentation.
-- For unit tests see: [[Module:ConvertNumeric/testcases]]
-- When editing, preview with: [[Module_talk:ConvertNumeric/testcases]]
-- First, edit [[Module:ConvertNumeric/sandbox]], then preview with [[Module_talk:ConvertNumeric/sandbox/testcases]]
require('strict')
local ones_position = {
[0] = 'zero',
[1] = 'one',
[2] = 'two',
[3] = 'three',
[4] = 'four',
[5] = 'five',
[6] = 'six',
[7] = 'seven',
[8] = 'eight',
[9] = 'nine',
[10] = 'ten',
[11] = 'eleven',
[12] = 'twelve',
[13] = 'thirteen',
[14] = 'fourteen',
[15] = 'fifteen',
[16] = 'sixteen',
[17] = 'seventeen',
[18] = 'eighteen',
[19] = 'nineteen'
}
local ones_position_ord = {
[0] = 'zeroth',
[1] = 'first',
[2] = 'second',
[3] = 'third',
[4] = 'fourth',
[5] = 'fifth',
[6] = 'sixth',
[7] = 'seventh',
[8] = 'eighth',
[9] = 'ninth',
[10] = 'tenth',
[11] = 'eleventh',
[12] = 'twelfth',
[13] = 'thirteenth',
[14] = 'fourteenth',
[15] = 'fifteenth',
[16] = 'sixteenth',
[17] = 'seventeenth',
[18] = 'eighteenth',
[19] = 'nineteenth'
}
local ones_position_plural = {
[0] = 'zeros',
[1] = 'ones',
[2] = 'twos',
[3] = 'threes',
[4] = 'fours',
[5] = 'fives',
[6] = 'sixes',
[7] = 'sevens',
[8] = 'eights',
[9] = 'nines',
[10] = 'tens',
[11] = 'elevens',
[12] = 'twelves',
[13] = 'thirteens',
[14] = 'fourteens',
[15] = 'fifteens',
[16] = 'sixteens',
[17] = 'seventeens',
[18] = 'eighteens',
[19] = 'nineteens'
}
local tens_position = {
[2] = 'twenty',
[3] = 'thirty',
[4] = 'forty',
[5] = 'fifty',
[6] = 'sixty',
[7] = 'seventy',
[8] = 'eighty',
[9] = 'ninety'
}
local tens_position_ord = {
[2] = 'twentieth',
[3] = 'thirtieth',
[4] = 'fortieth',
[5] = 'fiftieth',
[6] = 'sixtieth',
[7] = 'seventieth',
[8] = 'eightieth',
[9] = 'ninetieth'
}
local tens_position_plural = {
[2] = 'twenties',
[3] = 'thirties',
[4] = 'forties',
[5] = 'fifties',
[6] = 'sixties',
[7] = 'seventies',
[8] = 'eighties',
[9] = 'nineties'
}
local groups = {
[1] = 'thousand',
[2] = 'million',
[3] = 'billion',
[4] = 'trillion',
[5] = 'quadrillion',
[6] = 'quintillion',
[7] = 'sextillion',
[8] = 'septillion',
[9] = 'octillion',
[10] = 'nonillion',
[11] = 'decillion',
[12] = 'undecillion',
[13] = 'duodecillion',
[14] = 'tredecillion',
[15] = 'quattuordecillion',
[16] = 'quindecillion',
[17] = 'sexdecillion',
[18] = 'septendecillion',
[19] = 'octodecillion',
[20] = 'novemdecillion',
[21] = 'vigintillion',
[22] = 'unvigintillion',
[23] = 'duovigintillion',
[24] = 'tresvigintillion',
[25] = 'quattuorvigintillion',
[26] = 'quinquavigintillion',
[27] = 'sesvigintillion',
[28] = 'septemvigintillion',
[29] = 'octovigintillion',
[30] = 'novemvigintillion',
[31] = 'trigintillion',
[32] = 'untrigintillion',
[33] = 'duotrigintillion',
[34] = 'trestrigintillion',
[35] = 'quattuortrigintillion',
[36] = 'quinquatrigintillion',
[37] = 'sestrigintillion',
[38] = 'septentrigintillion',
[39] = 'octotrigintillion',
[40] = 'noventrigintillion',
[41] = 'quadragintillion',
[51] = 'quinquagintillion',
[61] = 'sexagintillion',
[71] = 'septuagintillion',
[81] = 'octogintillion',
[91] = 'nonagintillion',
[101] = 'centillion',
[102] = 'uncentillion',
[103] = 'duocentillion',
[104] = 'trescentillion',
[111] = 'decicentillion',
[112] = 'undecicentillion',
[121] = 'viginticentillion',
[122] = 'unviginticentillion',
[131] = 'trigintacentillion',
[141] = 'quadragintacentillion',
[151] = 'quinquagintacentillion',
[161] = 'sexagintacentillion',
[171] = 'septuagintacentillion',
[181] = 'octogintacentillion',
[191] = 'nonagintacentillion',
[201] = 'ducentillion',
[301] = 'trecentillion',
[401] = 'quadringentillion',
[501] = 'quingentillion',
[601] = 'sescentillion',
[701] = 'septingentillion',
[801] = 'octingentillion',
[901] = 'nongentillion',
[1001] = 'millinillion',
}
local roman_numerals = {
I = 1,
V = 5,
X = 10,
L = 50,
C = 100,
D = 500,
M = 1000
}
local engord_tens_end = {
['twentieth'] = 20,
['thirtieth'] = 30,
['fortieth'] = 40,
['fiftieth'] = 50,
['sixtieth'] = 60,
['seventieth'] = 70,
['eightieth'] = 80,
['ninetieth'] = 90,
}
local eng_tens_cont = {
['twenty'] = 20,
['thirty'] = 30,
['forty'] = 40,
['fifty'] = 50,
['sixty'] = 60,
['seventy'] = 70,
['eighty'] = 80,
['ninety'] = 90,
}
-- Converts a given valid roman numeral (and some invalid roman numerals) to a number. Returns { -1, errorstring } on error.
local function roman_to_numeral(roman)
if type(roman) ~= "string" then return -1, "roman numeral not a string" end
local rev = roman:reverse()
local raising = true
local last = 0
local result = 0
for i = 1, #rev do
local c = rev:sub(i, i)
local next = roman_numerals[c]
if next == nil then return -1, "roman numeral contains illegal character " .. c end
if next > last then
result = result + next
raising = true
elseif next < last then
result = result - next
raising = false
elseif raising then
result = result + next
else
result = result - next
end
last = next
end
return result
end
-- Converts a given integer between 0 and 100 to English text (e.g. 47 -> forty-seven).
local function numeral_to_english_less_100(num, ordinal, plural, zero)
local terminal_ones, terminal_tens
if ordinal then
terminal_ones = ones_position_ord
terminal_tens = tens_position_ord
elseif plural then
terminal_ones = ones_position_plural
terminal_tens = tens_position_plural
else
terminal_ones = ones_position
terminal_tens = tens_position
end
if num == 0 and zero ~= nil then
return zero
elseif num < 20 then
return terminal_ones[num]
elseif num % 10 == 0 then
return terminal_tens[num / 10]
else
return tens_position[math.floor(num / 10)] .. '-' .. terminal_ones[num % 10]
end
end
local function standard_suffix(ordinal, plural)
if ordinal then return 'th' end
if plural then return 's' end
return ''
end
-- Converts a given integer (in string form) between 0 and 1000 to English text (e.g. 47 -> forty-seven).
local function numeral_to_english_less_1000(num, use_and, ordinal, plural, zero)
num = tonumber(num)
if num < 100 then
return numeral_to_english_less_100(num, ordinal, plural, zero)
elseif num % 100 == 0 then
return ones_position[num/100] .. ' hundred' .. standard_suffix(ordinal, plural)
else
return ones_position[math.floor(num/100)] .. ' hundred ' .. (use_and and 'and ' or '') .. numeral_to_english_less_100(num % 100, ordinal, plural, zero)
end
end
-- Converts an ordinal in English text from 'zeroth' to 'ninety-ninth' inclusive to a number [0–99], else -1.
local function english_to_ordinal(english)
local eng = string.lower(english or '')
local engord_lt20 = {} -- ones_position_ord{} keys & values swapped
for k, v in pairs( ones_position_ord ) do
engord_lt20[v] = k
end
if engord_lt20[eng] then
return engord_lt20[eng] -- e.g. first -> 1
elseif engord_tens_end[eng] then
return engord_tens_end[eng] -- e.g. ninetieth -> 90
else
local tens, ones = string.match(eng, '^([a-z]+)[%s%-]+([a-z]+)$')
if tens and ones then
local tens_cont = eng_tens_cont[tens]
local ones_end = engord_lt20[ones]
if tens_cont and ones_end then
return tens_cont + ones_end -- e.g. ninety-ninth -> 99
end
end
end
return -1 -- Failed
end
-- Converts a number in English text from 'zero' to 'ninety-nine' inclusive to a number [0–99], else -1.
local function english_to_numeral(english)
local eng = string.lower(english or '')
local eng_lt20 = { ['single'] = 1 } -- ones_position{} keys & values swapped
for k, v in pairs( ones_position ) do
eng_lt20[v] = k
end
if eng_lt20[eng] then
return eng_lt20[eng] -- e.g. one -> 1
elseif eng_tens_cont[eng] then
return eng_tens_cont[eng] -- e.g. ninety -> 90
else
local tens, ones = string.match(eng, '^([a-z]+)[%s%-]+([a-z]+)$')
if tens and ones then
local tens_cont = eng_tens_cont[tens]
local ones_end = eng_lt20[ones]
if tens_cont and ones_end then
return tens_cont + ones_end -- e.g. ninety-nine -> 99
end
end
end
return -1 -- Failed
end
-- Converts a number expressed as a string in scientific notation to a string in standard decimal notation
-- e.g. 1.23E5 -> 123000, 1.23E-5 = .0000123. Conversion is exact, no rounding is performed.
local function scientific_notation_to_decimal(num)
local exponent, subs = num:gsub("^%-?%d*%.?%d*%-?[Ee]([+%-]?%d+)$", "%1")
if subs == 0 then return num end -- Input not in scientific notation, just return unmodified
exponent = tonumber(exponent)
local negative = num:find("^%-")
local _, decimal_pos = num:find("%.")
-- Mantissa will consist of all decimal digits with no decimal point
local mantissa = num:gsub("^%-?(%d*)%.?(%d*)%-?[Ee][+%-]?%d+$", "%1%2")
if negative and decimal_pos then decimal_pos = decimal_pos - 1 end
if not decimal_pos then decimal_pos = #mantissa + 1 end
-- Remove leading zeros unless decimal point is in first position
while decimal_pos > 1 and mantissa:sub(1,1) == '0' do
mantissa = mantissa:sub(2)
decimal_pos = decimal_pos - 1
end
-- Shift decimal point right for exponent > 0
while exponent > 0 do
decimal_pos = decimal_pos + 1
exponent = exponent - 1
if decimal_pos > #mantissa + 1 then mantissa = mantissa .. '0' end
-- Remove leading zeros unless decimal point is in first position
while decimal_pos > 1 and mantissa:sub(1,1) == '0' do
mantissa = mantissa:sub(2)
decimal_pos = decimal_pos - 1
end
end
-- Shift decimal point left for exponent < 0
while exponent < 0 do
if decimal_pos == 1 then
mantissa = '0' .. mantissa
else
decimal_pos = decimal_pos - 1
end
exponent = exponent + 1
end
-- Insert decimal point in correct position and return
return (negative and '-' or '') .. mantissa:sub(1, decimal_pos - 1) .. '.' .. mantissa:sub(decimal_pos)
end
-- Rounds a number to the nearest integer (NOT USED)
local function round_num(x)
if x%1 >= 0.5 then
return math.ceil(x)
else
return math.floor(x)
end
end
-- Rounds a number to the nearest two-word number (round = up, down, or "on" for round to nearest).
-- Numbers with two digits before the decimal will be rounded to an integer as specified by round.
-- Larger numbers will be rounded to a number with only one nonzero digit in front and all other digits zero.
-- Negative sign is preserved and does not count towards word limit.
local function round_for_english(num, round)
-- If an integer with at most two digits, just return
if num:find("^%-?%d?%d%.?$") then return num end
local negative = num:find("^%-")
if negative then
-- We're rounding magnitude so flip it
if round == 'up' then round = 'down' elseif round == 'down' then round = 'up' end
end
-- If at most two digits before decimal, round to integer and return
local _, _, small_int, trailing_digits, round_digit = num:find("^%-?(%d?%d?)%.((%d)%d*)$")
if small_int then
if small_int == '' then small_int = '0' end
if (round == 'up' and trailing_digits:find('[1-9]')) or (round == 'on' and tonumber(round_digit) >= 5) then
small_int = tostring(tonumber(small_int) + 1)
end
return (negative and '-' or '') .. small_int
end
-- When rounding up, any number with > 1 nonzero digit will round up (e.g. 1000000.001 rounds up to 2000000)
local nonzero_digits = 0
for digit in num:gfind("[1-9]") do
nonzero_digits = nonzero_digits + 1
end
num = num:gsub("%.%d*$", "") -- Remove decimal part
-- Second digit used to determine which way to round lead digit
local _, _, lead_digit, round_digit, round_digit_2, rest = num:find("^%-?(%d)(%d)(%d)(%d*)$")
if tonumber(lead_digit .. round_digit) < 20 and (1 + #rest) % 3 == 0 then
-- In English numbers < 20 are one word so put 2 digits in lead and round based on 3rd
lead_digit = lead_digit .. round_digit
round_digit = round_digit_2
else
rest = round_digit_2 .. rest
end
if (round == 'up' and nonzero_digits > 1) or (round == 'on' and tonumber(round_digit) >= 5) then
lead_digit = tostring(tonumber(lead_digit) + 1)
end
-- All digits but lead digit will turn to zero
rest = rest:gsub("%d", "0")
return (negative and '-' or '') .. lead_digit .. '0' .. rest
end
local denominators = {
[2] = { 'half', plural = 'halves' },
[3] = { 'third' },
[4] = { 'quarter', us = 'fourth' },
[5] = { 'fifth' },
[6] = { 'sixth' },
[8] = { 'eighth' },
[9] = { 'ninth' },
[10] = { 'tenth' },
[16] = { 'sixteenth' },
}
-- Return status, fraction where:
-- status is a string:
-- "finished" if there is a fraction with no whole number;
-- "ok" if fraction is empty or valid;
-- "unsupported" if bad fraction;
-- fraction is a string giving (numerator / denominator) as English text, or is "".
-- Only unsigned fractions with a very limited range of values are supported,
-- except that if whole is empty, the numerator can use "-" to indicate negative.
-- whole (string or nil): nil or "" if no number before the fraction
-- numerator (string or nil): numerator, if any (default = 1 if a denominator is given)
-- denominator (string or nil): denominator, if any
-- sp_us (boolean): true if sp=us
-- negative_word (string): word to use for negative sign, if whole is empty
-- use_one (boolean): false: 2+1/2 → "two and a half"; true: "two and one-half"
local function fraction_to_english(whole, numerator, denominator, sp_us, negative_word, use_one)
if numerator or denominator then
local finished = (whole == nil or whole == '')
local sign = ''
if numerator then
if finished and numerator:sub(1, 1) == '-' then
numerator = numerator:sub(2)
sign = negative_word .. ' '
end
else
numerator = '1'
end
if not numerator:match('^%d+$') or not denominator or not denominator:match('^%d+$') then
return 'unsupported', ''
end
numerator = tonumber(numerator)
denominator = tonumber(denominator)
local dendata = denominators[denominator]
if not (dendata and 1 <= numerator and numerator <= 99) then
return 'unsupported', ''
end
local numstr, denstr
local sep = '-'
if numerator == 1 then
denstr = sp_us and dendata.us or dendata[1]
if finished or use_one then
numstr = 'one'
elseif denstr:match('^[aeiou]') then
numstr = 'an'
sep = ' '
else
numstr = 'a'
sep = ' '
end
else
numstr = numeral_to_english_less_100(numerator)
denstr = dendata.plural
if not denstr then
denstr = (sp_us and dendata.us or dendata[1]) .. 's'
end
end
if finished then
return 'finished', sign .. numstr .. sep .. denstr
end
return 'ok', ' and ' .. numstr .. sep .. denstr
end
return 'ok', ''
end
-- Takes a decimal number and converts it to English text.
-- Return nil if a fraction cannot be converted (only some numbers are supported for fractions).
-- num (string or nil): the number to convert.
-- Can be an arbitrarily large decimal, such as "-123456789123456789.345", and
-- can use scientific notation (e.g. "1.23E5").
-- May fail for very large numbers not listed in "groups" such as "1E4000".
-- num is nil if there is no whole number before a fraction.
-- numerator (string or nil): numerator of fraction (nil if no fraction)
-- denominator (string or nil): denominator of fraction (nil if no fraction)
-- capitalize (boolean): whether to capitalize the result (e.g. 'One' instead of 'one')
-- use_and (boolean): whether to use the word 'and' between tens/ones place and higher places
-- hyphenate (boolean): whether to hyphenate all words in the result, useful as an adjective
-- ordinal (boolean): whether to produce an ordinal (e.g. 'first' instead of 'one')
-- plural (boolean): whether to pluralize the resulting number
-- links: nil: do not add any links; 'on': link "billion" and larger to Orders of magnitude article;
-- any other text: list of numbers to link (e.g. "billion,quadrillion")
-- negative_word: word to use for negative sign (typically 'negative' or 'minus'; nil to use default)
-- round: nil or '': no rounding; 'on': round to nearest two-word number; 'up'/'down': round up/down to two-word number
-- zero: word to use for value '0' (nil to use default)
-- use_one (boolean): false: 2+1/2 → "two and a half"; true: "two and one-half"
local function _numeral_to_english(num, numerator, denominator, capitalize, use_and, hyphenate, ordinal, plural, links, negative_word, round, zero, use_one)
if not negative_word then
if use_and then
-- TODO Should 'minus' be used when do not have sp=us?
-- If so, need to update testcases, and need to fix "minus zero".
-- negative_word = 'minus'
negative_word = 'negative'
else
negative_word = 'negative'
end
end
local status, fraction_text = fraction_to_english(num, numerator, denominator, not use_and, negative_word, use_one)
if status == 'unsupported' then
return nil
end
if status == 'finished' then
-- Input is a fraction with no whole number.
-- Hack to avoid executing stuff that depends on num being a number.
local s = fraction_text
if hyphenate then s = s:gsub("%s", "-") end
if capitalize then s = s:gsub("^%l", string.upper) end
return s
end
num = scientific_notation_to_decimal(num)
if round and round ~= '' then
if round ~= 'on' and round ~= 'up' and round ~= 'down' then
error("Invalid rounding mode")
end
num = round_for_english(num, round)
end
-- Separate into negative sign, num (digits before decimal), decimal_places (digits after decimal)
local MINUS = '−' -- Unicode U+2212 MINUS SIGN (may be in values from [[Module:Convert]])
if num:sub(1, #MINUS) == MINUS then
num = '-' .. num:sub(#MINUS + 1) -- replace MINUS with '-'
elseif num:sub(1, 1) == '+' then
num = num:sub(2) -- ignore any '+'
end
local negative = num:find("^%-")
local decimal_places, subs = num:gsub("^%-?%d*%.(%d+)$", "%1")
if subs == 0 then decimal_places = nil end
num, subs = num:gsub("^%-?(%d*)%.?%d*$", "%1")
if num == '' and decimal_places then num = '0' end
if subs == 0 or num == '' then error("Invalid decimal numeral") end
-- For each group of 3 digits except the last one, print with appropriate group name (e.g. million)
local s = ''
while #num > 3 do
if s ~= '' then s = s .. ' ' end
local group_num = math.floor((#num - 1) / 3)
local group = groups[group_num]
local group_digits = #num - group_num*3
s = s .. numeral_to_english_less_1000(num:sub(1, group_digits), false, false, false, zero) .. ' '
if links and (((links == 'on' and group_num >= 3) or links:find(group)) and group_num <= 13) then
s = s .. '[[Orders_of_magnitude_(numbers)#10' .. group_num*3 .. '|' .. group .. ']]'
else
s = s .. group
end
num = num:sub(1 + group_digits)
num = num:gsub("^0*", "") -- Trim leading zeros
end
-- Handle final three digits of integer part
if s ~= '' and num ~= '' then
if #num <= 2 and use_and then
s = s .. ' and '
else
s = s .. ' '
end
end
if s == '' or num ~= '' then
s = s .. numeral_to_english_less_1000(num, use_and, ordinal, plural, zero)
elseif ordinal or plural then
-- Round numbers like "one million" take standard suffixes for ordinal/plural
s = s .. standard_suffix(ordinal, plural)
end
-- For decimal places (if any) output "point" followed by spelling out digit by digit
if decimal_places then
s = s .. ' point'
for i = 1, #decimal_places do
s = s .. ' ' .. ones_position[tonumber(decimal_places:sub(i,i))]
end
end
s = s:gsub("^%s*(.-)%s*$", "%1") -- Trim whitespace
if ordinal and plural then s = s .. 's' end -- s suffix works for all ordinals
if negative and s ~= zero then s = negative_word .. ' ' .. s end
s = s:gsub("negative zero", "zero")
s = s .. fraction_text
if hyphenate then s = s:gsub("%s", "-") end
if capitalize then s = s:gsub("^%l", string.upper) end
return s
end
local function _numeral_to_english2(args)
local num = tostring(args.num)
num = num:gsub("^%s*(.-)%s*$", "%1") -- Trim whitespace
num = num:gsub(",", "") -- Remove commas
num = num:gsub("^<span[^<>]*></span>", "") -- Generated by Template:age
if num ~= '' then -- a fraction may have an empty whole number
if not num:find("^%-?%d*%.?%d*%-?[Ee]?[+%-]?%d*$") then
-- Input not in a valid format, try to eval it as an expr to see
-- if that produces a number (e.g. "3 + 5" will become "8").
local noerr, result = pcall(mw.ext.ParserFunctions.expr, num)
if noerr then
num = result
end
end
end
-- Call helper function passing args
return _numeral_to_english(
num,
args['numerator'],
args['denominator'],
args['capitalize'],
args['use_and'],
args['hyphenate'],
args['ordinal'],
args['plural'],
args['links'],
args['negative_word'],
args['round'],
args['zero'],
args['use_one']
) or ''
end
local p = { -- Functions that can be called from another module
roman_to_numeral = roman_to_numeral,
spell_number = _numeral_to_english,
spell_number2 = _numeral_to_english2,
english_to_ordinal = english_to_ordinal,
english_to_numeral = english_to_numeral,
}
function p._roman_to_numeral(frame) -- Callable via {{#invoke:ConvertNumeric|_roman_to_numeral|VI}}
return roman_to_numeral(frame.args[1])
end
function p._english_to_ordinal(frame) -- callable via {{#invoke:ConvertNumeric|_english_to_ordinal|First}}
return english_to_ordinal(frame.args[1])
end
function p._english_to_numeral(frame) -- callable via {{#invoke:ConvertNumeric|_english_to_numeral|One}}
return english_to_numeral(frame.args[1])
end
function p.numeral_to_english(frame)
local args = frame.args
-- Tail call to helper function passing args from frame
return _numeral_to_english2{
['num'] = args[1],
['numerator'] = args['numerator'],
['denominator'] = args['denominator'],
['capitalize'] = args['case'] == 'U' or args['case'] == 'u',
['use_and'] = args['sp'] ~= 'us',
['hyphenate'] = args['adj'] == 'on',
['ordinal'] = args['ord'] == 'on',
['plural'] = args['pl'] == 'on',
['links'] = args['lk'],
['negative_word'] = args['negative'],
['round'] = args['round'],
['zero'] = args['zero'],
['use_one'] = args['one'] == 'one' -- experiment: using '|one=one' makes fraction 2+1/2 give "two and one-half" instead of "two and a half"
}
end
---- recursive function for p.decToHex
local function decToHexDigit(dec)
local dig = {"0","1","2","3","4","5","6","7","8","9","A","B","C","D","E","F"}
local div = math.floor(dec/16)
local mod = dec-(16*div)
if div >= 1 then return decToHexDigit(div)..dig[mod+1] else return dig[mod+1] end
end -- I think this is supposed to be done with a tail call but first I want something that works at all
---- finds all the decimal numbers in the input text and hexes each of them
function p.decToHex(frame)
local args=frame.args
local parent=frame.getParent(frame)
local pargs={}
if parent then pargs=parent.args end
local text=args[1] or pargs[1] or ""
local minlength=args.minlength or pargs.minlength or 1
minlength=tonumber(minlength)
local prowl=mw.ustring.gmatch(text,"(.-)(%d+)")
local output=""
repeat
local chaff,dec=prowl()
if not(dec) then break end
local hex=decToHexDigit(dec)
while (mw.ustring.len(hex)<minlength) do hex="0"..hex end
output=output..chaff..hex
until false
local chaff=mw.ustring.match(text,"(%D+)$") or ""
return output..chaff
end
return p
dbb876f8710ee1407b421a28b3e9bc5a6ea36cda
User:Lord-Giganticus
2
18
372
33
2024-05-13T03:48:54Z
Lord-Giganticus
4
wikitext
text/x-wiki
The guy who knows *WAYYY* to much about thp. Owns some rare disks and like morbin
0x{{#invoke:ConvertNumeric|decToHex|69}}
872176fb6a996242e31ad254199366f5fee3bb97
MediaWiki:Sidebar
8
126
373
355
2024-11-24T03:58:23Z
GalaxyMaster
1
Add hash calculator
wikitext
text/x-wiki
* navigation
** mainpage|mainpage-description
** recentchanges-url|recentchanges
** randompage-url|randompage
** helppage|help-mediawiki
* Community
** https://discord.gg/TudSfUjHcW|Join Under Mario's Hat
** https://lordg.org|Lord-G Inc.
* Resources
** https://mariogalaxy.org/symbols|Symbol finder
** https://mariogalaxy.org/patchbuilder|Patch builder
** https://mariogalaxy.org/hash|Hash calculator
* SEARCH
* TOOLBOX
* LANGUAGES
fe874df6432c77040d7deeeeb8a39a8c1f80c57a
Instructional DVD
0
125
374
350
2024-12-12T10:01:46Z
GalaxyMaster
1
wikitext
text/x-wiki
'''TODO: Fix how the images here are displayed'''
The Super Mario Galaxy 2 Instructional Disc is a standard DVD-ROM disc that came separately with some European and Japanese region Super Mario Galaxy 2 disc purchases (none was ever issued or available for USA). Due to the region protections, standard American DVD players are unable to play the disc.
The disc features a 24-minute-long, 9:16, MPEG2 video showing some of the game's basic mechanics (how to navigate the various player controls mostly).
Interestingly, it can be seen in text on the inside of the disc case, that the video recorded for this disc was played on a development build of Super Mario Galaxy 2. What precisely is the build date or time frame, or what unique things this build had, we are unsure about. But given these discs were released alongside these Super Mario Galaxy 2 regions, it must be very close to the retail build. Secondly, it can also be seen that the disc has been assigned with an ID starter of 9B4, instead of the retail SB4; making it one of the few non-Wii compatible discs to be assigned with a Wii-disc-like ID (and ring code).
== Gallery ==
<center>
<gallery>
File:Front.jpg
File:Back.jpg
File:Inside.jpg
File:Outside.jpg
File:InfoSheetFront.jpg
File:InfoSheetBack.jpg
File:DiscObverse.jpg
</gallery>
These scans were made with a Canon printer.
</center>
fadff4e10d0009e82afabceed25b6ec16de2ae99
375
374
2024-12-12T10:13:35Z
GalaxyMaster
1
wikitext
text/x-wiki
The Super Mario Galaxy 2 Instructional Disc is a standard DVD-ROM disc that came separately with some European and Japanese region Super Mario Galaxy 2 disc purchases (none was ever issued or available for USA). Due to the region protections, standard American DVD players are unable to play the disc.
The disc features a 24-minute-long, 9:16, MPEG2 video showing some of the game's basic mechanics (how to navigate the various player controls mostly).
Interestingly, it can be seen in text on the inside of the disc case, that the video recorded for this disc was played on a development build of Super Mario Galaxy 2. What precisely is the build date or time frame, or what unique things this build had, we are unsure about. But given these discs were released alongside these Super Mario Galaxy 2 regions, it must be very close to the retail build. Secondly, it can also be seen that the disc has been assigned with an ID starter of 9B4, instead of the retail SB4; making it one of the few non-Wii compatible discs to be assigned with a Wii-disc-like ID (and ring code).
== Gallery ==
<center>
<gallery>
File:Front.jpg|Disc sleeve exterior obverse
File:Back.jpg|Disc sleeve exterior reverse
File:Outside.jpg|Disc sleeve exterior
File:Inside.jpg|Disc sleeve interior
File:InfoSheetFront.jpg|Info sheet obverse
File:InfoSheetBack.jpg|Info sheet reverse
File:DiscObverse.jpg|Disc obverse
</gallery>
These scans were made with a Canon printer.
</center>
e1a0e591da4fea041fe8a58892053e4b6252f522
385
375
2025-04-26T05:46:52Z
MasterLuma
3
Added in descriptors for the JP version of this disc and grammar agreements, other misc. edits.
wikitext
text/x-wiki
The Super Mario Galaxy 2 Instructional Discs are standard DVD-ROM discs that came separately with some European and Japanese region Super Mario Galaxy 2 disc purchases (none were ever issued or available for CHN, KOR, TWN, USA). Due to the region protections, standard American DVD players are unable to play these discs. However, their disc images/ISOs can be dumped (currently only tested) on Linux (dumps of which will soon be available for preservation purposes).
These discs feature 24-minute-long, 9:16, MPEG2 videos showing some of the game's basic mechanics (how to navigate the various player controls, mostly).
Interestingly, it can be seen in text on the inside of the disc cases, explicitly stated, that the videos recorded for these discs were played on development builds of Super Mario Galaxy 2 (for each region, respectively). What precisely are the build dates or time frames, we are unsure about. However, given that these discs were released alongside these Super Mario Galaxy 2 regions, they must be very close to the retail builds. In observations from various clips from both discs, 3 main cutaways of debug capabilities of these builds are the supposed ability to silence or change stage BGM, a StageSelectMenu of some kind (as seen from some stages being played on 0 Stars counted) and perhaps a PAD recorder for maintaining consistency in player movements between language sections.
Secondly, it can also be seen that these discs have been assigned with an ID starter of 9B4, instead of the retail SB4; making it one of the few non-Wii compatible discs to be assigned with a Wii-disc-like ID (and ring code).
The following Gallery currently only contains image scans (made by a Canon printer) of the EU version of these discs.
== Gallery ==
<center>
<gallery>
File:Front.jpg|Disc sleeve exterior obverse
File:Back.jpg|Disc sleeve exterior reverse
File:Outside.jpg|Disc sleeve exterior
File:Inside.jpg|Disc sleeve interior
File:InfoSheetFront.jpg|Info sheet obverse
File:InfoSheetBack.jpg|Info sheet reverse
File:DiscObverse.jpg|Disc obverse
</gallery>
c3254e6cbe6b7f9378b839e912908823a94f7d14
386
385
2025-04-27T04:22:22Z
GalaxyMaster
1
add links
wikitext
text/x-wiki
The Super Mario Galaxy 2 Instructional Discs are standard DVD-ROM discs that came separately with some European and Japanese region Super Mario Galaxy 2 disc purchases (none were ever issued or available for KOR, TWN, USA). Due to the region protections, standard American DVD players are unable to play these discs. However, their disc images/ISOs can be dumped (currently only tested) on Linux.
These discs feature 24-minute-long, 9:16, MPEG2 videos showing some of the game's basic mechanics (how to navigate the various player controls, mostly).
Interestingly, it can be seen in text on the inside of the disc cases, explicitly stated, that the videos recorded for these discs were played on development builds of Super Mario Galaxy 2 (for each region, respectively). What precisely are the build dates or time frames, we are unsure about. However, given that these discs were released alongside these Super Mario Galaxy 2 regions, they must be very close to the retail builds. In observations from various clips from both discs, 3 main cutaways of debug capabilities of these builds are the supposed ability to silence or change stage BGM, a StageSelectMenu of some kind (as seen from some stages being played on 0 Stars counted) and perhaps a PAD recorder for maintaining consistency in player movements between language sections.
Secondly, it can also be seen that these discs have been assigned with an ID starter of 9B4, instead of the retail SB4; making it one of the few non-Wii compatible discs to be assigned with a Wii-disc-like ID (and ring code).
The following Gallery currently only contains image scans (made by a Canon printer) of the EU version of these discs.
== Gallery ==
<center>
<gallery>
File:Front.jpg|Disc sleeve exterior obverse
File:Back.jpg|Disc sleeve exterior reverse
File:Outside.jpg|Disc sleeve exterior
File:Inside.jpg|Disc sleeve interior
File:InfoSheetFront.jpg|Info sheet obverse
File:InfoSheetBack.jpg|Info sheet reverse
File:DiscObverse.jpg|Disc obverse
</gallery>
</center>
== Links ==
* [https://mariogalaxy.org/smg2dvd/eu European DVD web recreation]
* [https://mariogalaxy.org/smg2dvd/jp Japanese DVD web recreation]
* [https://mariogalaxy.org/smg2dvd/SMG2_EUR.iso European DVD ISO]
* [https://mariogalaxy.org/smg2dvd/SUPER_MARIO_GALAXY_2.iso Japanese DVD ISO]
ca5ad62733a3a009f8cc9c738da9be6b0d895863
387
386
2025-07-11T06:39:54Z
MasterLuma
3
wikitext
text/x-wiki
The Super Mario Galaxy 2 Instructional Discs are standard DVD-ROM discs that came separately with some European and Japanese region Super Mario Galaxy 2 disc purchases (none were ever issued or available for KOR, TWN, USA). Due to the region protections, standard American DVD players are unable to play these discs. However, their disc images/ISOs can be dumped (currently only tested) on Linux.
These discs feature 24-minute-long, 9:16, MPEG2 videos showing some of the game's basic mechanics (how to navigate the various player controls, mostly).
Interestingly, it can be seen in text on the inside of the disc cases, explicitly stated, that the videos recorded for these discs were played on development builds of Super Mario Galaxy 2 (for each region, respectively). What precisely are the build dates or time frames, we are unsure about. However, given that these discs were released alongside these Super Mario Galaxy 2 regions, they must be very close to the retail builds. In observations from various clips from both discs, 3 main cutaways of debug capabilities of these builds are the supposed ability to silence or change stage BGM, a StageSelectMenu of some kind (as seen from some stages being played on 0 Stars counted) and perhaps a PAD recorder for maintaining consistency in player movements between language sections.
Secondly, it can also be seen that these discs have been assigned with an ID starter of 9B4, instead of the retail SB4; making it one of the few non-Wii compatible discs to be assigned with a Wii-disc-like ID (and ring code).
The following Gallery currently only contains image scans (made by a Canon printer) of the EU version of these discs, with full disc image ISO dumps and web recreations linked below.
== Gallery ==
<center>
<gallery>
File:Front.jpg|Disc sleeve exterior obverse
File:Back.jpg|Disc sleeve exterior reverse
File:Outside.jpg|Disc sleeve exterior
File:Inside.jpg|Disc sleeve interior
File:InfoSheetFront.jpg|Info sheet obverse
File:InfoSheetBack.jpg|Info sheet reverse
File:DiscObverse.jpg|Disc obverse
</gallery>
</center>
== Links ==
* [https://mariogalaxy.org/smg2dvd/eu European DVD web recreation]
* [https://mariogalaxy.org/smg2dvd/jp Japanese DVD web recreation]
* [https://mariogalaxy.org/smg2dvd/SMG2_EUR.iso European DVD ISO]
* [https://mariogalaxy.org/smg2dvd/SUPER_MARIO_GALAXY_2.iso Japanese DVD ISO]
878c411b5769f75a458d9b72c44fa57e5ae03afa
388
387
2025-07-11T06:43:12Z
MasterLuma
3
wikitext
text/x-wiki
The Super Mario Galaxy 2 Instructional Discs are standard DVD-ROM discs that came separately with some European and Japanese region Super Mario Galaxy 2 disc purchases (none were ever issued or available for KOR, TWN, USA). Due to the region protections, standard American DVD players are unable to play these discs. However, their disc images/ISOs can be dumped (currently only tested) on Linux.
These discs feature 24-minute-long, 9:16, MPEG2 videos showing some of the game's basic mechanics (how to navigate the various player controls, mostly).
Interestingly, it can be seen in text on the inside of the disc cases, explicitly stated, that the videos recorded for these discs were played on development builds of Super Mario Galaxy 2 (for each region, respectively). What precisely are the build dates or time frames, we are unsure about. However, given that these discs were released alongside these Super Mario Galaxy 2 regions, they must be very close to the retail builds. In observations from various clips from both discs, 3 main cutaways of debug capabilities of these builds are the supposed ability to silence or change stage BGM, a [https://mariogalaxy.org/wiki/StageSelectMenu StageSelectMenu] of some kind (as seen from some stages being played on 0 Stars counted) and perhaps a PAD recorder for maintaining consistency in player movements between language sections.
Secondly, it can also be seen that these discs have been assigned with an ID starter of 9B4, instead of the retail SB4; making it one of the few non-Wii compatible discs to be assigned with a Wii-disc-like ID (and ring code).
The following Gallery currently only contains image scans (made by a Canon printer) of the EU version of these discs, with full disc image ISO dumps and web recreations linked below.
== Gallery ==
<center>
<gallery>
File:Front.jpg|Disc sleeve exterior obverse
File:Back.jpg|Disc sleeve exterior reverse
File:Outside.jpg|Disc sleeve exterior
File:Inside.jpg|Disc sleeve interior
File:InfoSheetFront.jpg|Info sheet obverse
File:InfoSheetBack.jpg|Info sheet reverse
File:DiscObverse.jpg|Disc obverse
</gallery>
</center>
== Links ==
* [https://mariogalaxy.org/smg2dvd/eu European DVD web recreation]
* [https://mariogalaxy.org/smg2dvd/jp Japanese DVD web recreation]
* [https://mariogalaxy.org/smg2dvd/SMG2_EUR.iso European DVD ISO]
* [https://mariogalaxy.org/smg2dvd/SUPER_MARIO_GALAXY_2.iso Japanese DVD ISO]
bb5173a4a7818e25bda95cbd053d733b27ceb7bb
TokyoPatrolError
0
96
376
272
2025-01-02T21:42:25Z
GalaxyMaster
1
wikitext
text/x-wiki
'''''TokyoPatrolError''''' is a mysterious string that appears in several unused [[MSBT]]s in Super Mario Galaxy 2 (most notably the E3 ones).
The use of the string is obvious: it is used as a placeholder message in test stages for [[NPC]]s that need text (without which the game would crash). It is the origin that is mysterious; Tokyo is the location of the [[Nintendo EAD Tokyo|EAD branch]] that created the game, but the origin or meaning of "patrol error" is unknown.
cb79ce6ff7c56bd3ea983f26b0c3082b01ef5c06
JSystem
0
24
377
270
2025-01-10T07:35:50Z
GalaxyMaster
1
/* Known games that use JSystem (in order of release) */ Pikmin 1 and MKW don't use JSystem
wikitext
text/x-wiki
'''JSYSTEM''', '''JSystem''', or '''JSys''', is a library used in some first-party 3D Nintendo games on the GameCube and Wii, including Super Mario Galaxy and Super Mario Galaxy 2.
Different games use different versions of the JSystem library.
== Known games that use JSystem (in order of release) ==
* Luigi's Mansion
* Super Mario Sunshine
* The Legend of Zelda: The Wind Waker
* Mario Kart: Double Dash
* Pac-Man Vs.
* The Legend of Zelda: Four Swords Adventures
* Pikmin 2
* [[Donkey Kong Jungle Beat]]
* The Legend of Zelda: Twilight Princess
* Super Mario Galaxy
* Link's Crossbow Training
* Super Mario Galaxy 2
* The Legend of Zelda: Skyward Sword
== Known JSystem libraries (in alphabetical order) ==
* J2DGraph
* J3DGraphAnimator
* J3DGraphBase
* J3DGraphLoader
* J3DU
* JAudio
* JAudio2
* JFramework
* JGadget
* JKernel
* JMap
* JMath
* JMessage
* JParticle
* JStage
* JStudio
* JSupport
* JUtility
67d36ae5b82b364d5d6b394aea05e03071280b56
/Debug
0
41
378
280
2025-01-10T07:50:14Z
GalaxyMaster
1
wikitext
text/x-wiki
'''/Debug''' is a directory in both Super Mario Galaxy games. While empty in the released builds, it most likely contained files up until their removal during these builds' preparation. This directory is not present at all in the [[Northport|Nvidia Shield release]] or the [[Super Mario 3D All-Stars|Super Mario 3D All-Stars build]]; however, the latter contains two identical archives whose contents are most likely those of the Wii releases' /Debug.
== Contents ==
In the first revision of Super Mario 3D All-Stars, two archives with identical content, DEBUG.arc and DEBUG.zst, exist in [[/StationedData]]. These archives contain several files as documented below.
These files are likely the contents of the empty /Debug of the Wii releases. This is not merely an assumption; there are functions listed in the [[Build targets#Develop|Develop]] symbol maps that appear to correlate to these files. Furthermore, it is unlikely that these files, given their nature, had any special relevance to the developers of Super Mario 3D All-Stars, whose job was merely to port the game from the Wii to the Nintendo Switch.
Like other files packed into [[RARC]]s in SMG1, these files' names are all lowercase. When in /Debug, their names were likely mixed case. The names of the files in the other archives in /StationedData are also all lowercase, despite their names originally being mixed case.
=== ActorMsgString.bin ===
<pre>
ACTMES_PLAYER_ATTACK_START
ACTMES_PLAYER_PUNCH
ACTMES_PLAYER_TRAMPLE
ACTMES_PLAYER_HIP_DROP
ACTMES_PLAYER_HIP_DROP_FLOOR
ACTMES_PLAYER_UPPER_PUNCH
ACTMES_JET_TURTLE_ATTACK
ACTMES_FOO_ATTACK
ACTMES_FIREBALL_ATTACK
ACTMES_SEARCHLIGHT_ATTACK
ACTMES_FREEZE_ATTACK
ACTMES_INVINCIBLE_ATTACK
ACTMES_STAR_PIECE_ATTACK
ACTMES_IS_STAR_PIECE_REFLECT
ACTMES_IS_LOCKON_STAR_PIECE_SHOOT
ACTMES_STAR_PIECE_GIFT
ACTMES_STAR_PIECE_GIFT_1
ACTMES_STAR_PIECE_GIFT_2
ACTMES_STAR_PIECE_GIFT_3
ACTMES_STAR_PIECE_GIFT_4
ACTMES_STAR_PIECE_GIFT_5
ACTMES_STAR_PIECE_GIFT_6
ACTMES_STAR_PIECE_GIFT_7
ACTMES_STAR_PIECE_GIFT_8
ACTMES_STAR_PIECE_GIFT_9
ACTMES_STAR_PIECE_GIFT_MAX
ACTMES_PLAYER_ATTACK_END
ACTMES_IS_PUNCH_ENABLE
ACTMES_HITMARK_EMIT
ACTMES_INVALID_HIT
ACTMES_TAKE
ACTMES_TAKEN
ACTMES_PUT
ACTMES_APART
ACTMES_THROW
ACTMES_DAMAGEDROP
ACTMES_RUSHDROP
ACTMES_ATTACKDROP
ACTMES_HANG_CANCEL
ACTMES_SHAKE_OFF_BEE
ACTMES_TAKE_TOUCH
ACTMES_PUSH
ACTMES_PUSH_FORCE
ACTMES_KICK
ACTMES_JUMP
ACTMES_TOUCHJUMP
ACTMES_BILLIARDJUMP
ACTMES_AWAYJUMP
ACTMES_BODY_ATTACK
ACTMES_TORNADO_ATTACK
ACTMES_TORNADO_STORM_RANGE
ACTMES_SPIN_STORM_RANGE
ACTMES_GIANT_ATTACK
ACTMES_BALL_TOUCH
ACTMES_BALL_TOUCH_WALL
ACTMES_BALL_TOUCH_GROUND
ACTMES_BALL_DASH
ACTMES_BALL_DASH_WALL
ACTMES_BALL_DASH_GROUND
ACTMES_HAMMER_STAMP
ACTMES_BIG_BUBBLE_MERGE
ACTMES_BIG_BUBBLE_TOUCH
ACTMES_BIG_BUBBLE_ASSIMILATE
ACTMES_REFLECT
ACTMES_REFLECT_V
ACTMES_IS_BROKEN
ACTMES_PASS_RING
ACTMES_FOUNTAINJUMP
ACTMES_TERESA_PLAYER_TOUCH
ACTMES_RUSH_PLAYER_TOUCH
ACTMES_BOMB_TERESA_TONGUE_TOUCH
ACTMES_PUDDLE_TOUCH_GROUND
ACTMES_WARP
ACTMES_ASK_HIDDEN_BY_SNOW
ACTMES_NOTIFY_DISCOVER_SNOW
ACTMES_ENEMY_ATTACK_START
ACTMES_ENEMY_ATTACK_FLIP_VERYWEAK
ACTMES_ENEMY_ATTACK_FLIP_WEAK
ACTMES_ENEMY_ATTACK_FLIP_WEAK_JUMP
ACTMES_ENEMY_ATTACK_FLIP_JUMP
ACTMES_ENEMY_ATTACK_FLIP
ACTMES_ENEMY_ATTACK_FLIP_ROT
ACTMES_ENEMY_ATTACK_FLIP_MAXIMUM
ACTMES_ENEMY_ATTACK
ACTMES_ENEMY_ATTACK_STRONG
ACTMES_ENEMY_ATTACK_MAXIMUM
ACTMES_ENEMY_ATTACK_EXPLOSION
ACTMES_ENEMY_ATTACK_FIREBACK
ACTMES_ENEMY_ATTACK_FIRERUN
ACTMES_ENEMY_ATTACK_FIRERUN_STRONG
ACTMES_ENEMY_ATTACK_ELECTRIC
ACTMES_ENEMY_ATTACK_HEATBEAM
ACTMES_ENEMY_ATTACK_ACID
ACTMES_ENEMY_ATTACK_FREEZE
ACTMES_ENEMY_ATTACK_CRUSH
ACTMES_ENEMY_ATTACK_EXTRA_DAMAGE
ACTMES_ENEMY_ATTACK_COUNTER_SPIN
ACTMES_ENEMY_ATTACK_COUNTER_HIPDROP
ACTMES_TO_ENEMY_ATTACK_BLOW
ACTMES_TO_ENEMY_ATTACK_TRAMPLE
ACTMES_TO_ENEMY_ATTACK_SHOCK_WAVE
ACTMES_ENEMY_ATTACK_END
ACTMES_SUCCESS
ACTMES_FAILURE
ACTMES_GROUP_MOVE_START
ACTMES_GROUP_MOVE_STOP
ACTMES_GROUP_ATTACK
ACTMES_GROUP_SHOW
ACTMES_GROUP_HIDE
ACTMES_GROUP_LOD_LOW
ACTMES_GROUP_LOD_HIGH
ACTMES_START_DEMO
ACTMES_END_DEMO
ACTMES_FORCE_KILL
ACTMES_PAUSE_OFF
ACTMES_INHALE_BLACK_HOLE
ACTMES_START_POWER_STAR_GET
ACTMES_RUSH_PUNCH_RIGHT
ACTMES_RUSH_PUNCH_LEFT
ACTMES_RUSH_KICK_RIGHT
ACTMES_RUSH_KICK_LEFT
ACTMES_RUSH_THRUST
ACTMES_RUSH_CRUSH
ACTMES_RUSH_SHOOT_UP
ACTMES_RUSH_AIR_STRIKE
ACTMES_RUSH_GUARD
ACTMES_RUSH_GUARD_RIGHT
ACTMES_RUSH_GUARD_LEFT
ACTMES_RUSH_LIFT_UP
ACTMES_RUSH_ROTATE_SWING
ACTMES_RUSH_THROW
ACTMES_RUSH_PULL_OUT_SUCCESS
ACTMES_RUSH_PULL_OUT_MISS
ACTMES_RUSH_FAILURE
ACTMES_RUSH_EVEN
ACTMES_ITEM_GET
ACTMES_IS_PULL_ENABLE
ACTMES_ITEM_PULL
ACTMES_ITEM_SHOW
ACTMES_ITEM_HIDE
ACTMES_ITEM_START_MOVE
ACTMES_ITEM_END_MOVE
ACTMES_OPD_SHOOT
ACTMES_IS_OPD_SITE_IN
ACTMES_RESET
ACTMES_RUSH_BEGIN
ACTMES_AUTORUSH_BEGIN
ACTMES_RUSH_CANCEL
ACTMES_RUSH_FORCE_CANCEL
ACTMES_RUSH_DAMAGE_CANCEL
ACTMES_RUSH_END
ACTMES_IS_RUSH_ENABLE
ACTMES_IS_RUSH_TAKEOVER
ACTMES_IS_RUSH_REQUEST
ACTMES_SLING_SHOOT_START_BIND
ACTMES_SLING_SHOOT_ACTOR_HANG_START
ACTMES_SLING_SHOOT_ACTOR_HANG_END
ACTMES_SLING_SHOOT_ACTOR_APART
ACTMES_SLING_SHOOT_ATTACK
ACTMES_SLING_SHOOT_PASS_THROUGH_ENABLE
ACTMES_SLING_SHOOT_IS_LAST_DAMAGE
ACTMES_UPDATE_BASEMTX
ACTMES_IS_CAMERA_FIX_POINT
ACTMES_BOSSCRAB_SHOOT_DOWN
ACTMES_BOSSCRAB_CANNON_BROKEN
ACTMES_IKSPIDER_ACTIVE
ACTMES_IKSPIDER_CATCH
ACTMES_IKSPIDER_LAST_LEG
ACTMES_IKSPIDER_RELEASE
ACTMES_TRIPODBOSS_LEG_IS_DAMAGE
ACTMES_TRIPODBOSS_STARTED
ACTMES_DISPERSE_BOMB_TERESA
ACTMES_BREAK_POLTA_GROUND_ROCK
ACTMES_SPHERE_PLAYER_BINDED
ACTMES_SET_UP_JUMP_HOLE
ACTMES_SHOOT_JUMP_HOLE
ACTMES_END_JUMP_HOLE
ACTMES_END_RAIL_DASH
ACTMES_END_BALL_RAIL
ACTMES_END_BALL_BIND
ACTMES_FLOOR_TOUCH
ACTMES_WALL_TOUCH
ACTMES_CEIL_TOUCH
ACTMES_REQUEST_CLAP
ACTMES_DINO_PACKUN_PUNCHED_BALL
ACTMES_DINO_PACKUN_PULLED_TAIL
ACTMES_DINO_PACKUN_BALL_ATTACK
ACTMES_TOMB_SPIDER_BATTLE_START
ACTMES_TOMB_SPIDER_DEMO_START
ACTMES_TOMB_SPIDER_DEMO_END
ACTMES_SKELETAL_FISH_BOSS_BATTLE_START
ACTMES_SKELETAL_FISH_BOSS_BATTLE_END
ACTMES_KOOPA_HIP_DROP_ATTACK
ACTMES_KOOPA_PLAYER_DAMAGE
ACTMES_KOOPA_PLATE_DAMAGE
ACTMES_TICO_RAIL_TOUCH
ACTMES_IS_REFLECTION_G_CAPTURE
ACTMES_IS_NO_BREAK_G_CAPTURE
ACTMES_TURNIP_ATTACK
ACTMES_PAKKUN_BALL_ATTACK
ACTMES_IS_PUNCH_LEFT
ACTMES_IS_PUNCH_CENTER
ACTMES_MAPPARTS_ON_PLAYER
ACTMES_MAPPARTS_START_ROTATE_AT_POINT
ACTMES_MAPPARTS_END_ROTATE_AT_POINT
ACTMES_MAPPARTS_START_ROTATE_BETWEEN_POINTS
ACTMES_MAPPARTS_BREAK_START
ACTMES_MAPPARTS_DISAPPEAR_WITH_BLINK
ACTMES_NPC_EVENT_START
ACTMES_NPC_EVENT_END
ACTMES_NPC_EVENT_TALK_ENABLE
ACTMES_NPC_EVENT_TALK_DISABLE
ACTMES_NPC_TALK_NEXT
ACTMES_MENU_GAME_START
ACTMES_MENU_APPEAR_FROM_BLOCK
ACTMES_MENU_BLOCK_BREAK
ACTMES_MENU_GOAL_POLE_START
ACTMES_MENU_GOAL_POLE_END
ACTMES_DPD_TOUCH
ACTMES_DPD_ATTACK_TARGET_LOCK
ACTMES_DPD_ATTACK_TARGET_UNLOCK
ACTMES_DPD_TARGET_END
ACTMES_DPD_BUTTON_ACTION
ACTMES_DPD_SWING_ACTION
ACTMES_SPHERE_SELECTOR_SELECT_START
ACTMES_SPHERE_SELECTOR_SELECT_END
ACTMES_SPHERE_SELECTOR_CONFIRM_START
ACTMES_SPHERE_SELECTOR_CONFIRM_CANCEL
ACTMES_SPHERE_SELECTOR_CONFIRMED
ACTMES_SPHERE_SELECTOR_TARGET_SELECTED
ACTMES_TUTORIAL_START
ACTMES_TUTORIAL_NEXT
ACTMES_TUTORIAL_PREV
ACTMES_TUTORIAL_PASS
ACTMES_TUTORIAL_END
ACTMES_TUTORIAL_OMIT
ACTMES_RACE_READY
ACTMES_RACE_START
ACTMES_RACE_GOAL
ACTMES_RACE_RESET
ACTMES_HEAVENSDOOR_RUNAWAY_RABBIT_WAIT
ACTMES_HEAVENSDOOR_RUNAWAY_RABBIT_START
ACTMES_LAUNCHER_BREAKABLE
ACTMES_PLANT_GROUP_EMIT_ITEM
ACTMES_LAST
</pre>
''actormsgstring.bin'' (likely originally ''ActorMsgString.bin'') contains names for [[actor message]]s, which are normally only seen as integers in the game's code.
The following likely relevant functions are listed in the Develop symbol maps:
<pre>
005d36b8 000008 805da878 005d6a58 4 getActMsgString__12MessageDebugFUl System.a MessageDebug.o
006b00e0 000034 806b72a0 006b3480 4 actMsgToString__2MRFUl Util.a DebugUtil.o
</pre>
As is easily inferred from their names, these functions likely take an actor message number and return its name from ActorMsgString.bin.
=== ActorTypeString.bin ===
<pre>
ATYPE_PLAYER_START
ATYPE_PLAYER
ATYPE_PUPPETEER
ATYPE_PLAYER_END
ATYPE_NPC_START
ATYPE_NPC
ATYPE_NPC_END
ATYPE_ANIMAL
ATYPE_RIDE_START
ATYPE_RIDE
ATYPE_SPHERE_PLAYER
ATYPE_SPHERE_PLAYER_HIT
ATYPE_SPRING_ATTACKER
ATYPE_SPRING_ATTACKER_KINOPIO
ATYPE_SPRING_ATTACKER_KINOPIO_BIND
ATYPE_JET_TURTLE
ATYPE_JET_TURTLE_SLOW
ATYPE_SPECIAL_WEAPON
ATYPE_RIDE_END
ATYPE_ENEMY_START
ATYPE_ENEMY
ATYPE_ENEMY_SIMPLE
ATYPE_ENEMY_ATTACK
ATYPE_COCO_NUT
ATYPE_WATER_PRESSURE_BULLET
ATYPE_BOMBHEI
ATYPE_TAKOBO
ATYPE_KURIBO
ATYPE_KARIKARI
ATYPE_BEGOMAN
ATYPE_KILLER_TARGET_ENEMY
ATYPE_PLAYER_AUTO_JUMP
ATYPE_MOGUCCHI_REFUSE_TERRITORY
ATYPE_BIG_BUBBLE
ATYPE_NOKONOKO
ATYPE_PUKUPUKU
ATYPE_UNIZO
ATYPE_SAMBO_HEAD
ATYPE_SAMBO_BODY
ATYPE_HOMING_FIRE
ATYPE_HOMING_FIRE_SHOOTER
ATYPE_HOMING_KILLER
ATYPE_ROCK
ATYPE_WANWAN
ATYPE_TRIPODBOSS_GUARD_WALL
ATYPE_TRIPODBOSS_KILLER_GENERATER
ATYPE_TOMB_SPIDER_BODY
ATYPE_TOMB_SPIDER_EYE
ATYPE_TOMB_SPIDER_HIP
ATYPE_TOMB_SPIDER_MOUTH
ATYPE_TOMB_SPIDER_ATTACKER
ATYPE_TOMB_SPIDER_GLAND_FRONT_L
ATYPE_TOMB_SPIDER_GLAND_FRONT_L_ATTACKER
ATYPE_TOMB_SPIDER_GLAND_FRONT_R
ATYPE_TOMB_SPIDER_GLAND_FRONT_R_ATTACKER
ATYPE_TOMB_SPIDER_GLAND_REAR_L
ATYPE_TOMB_SPIDER_GLAND_REAR_L_ATTACKER
ATYPE_TOMB_SPIDER_GLAND_REAR_R
ATYPE_TOMB_SPIDER_GLAND_REAR_R_ATTACKER
ATYPE_TOMB_SPIDER_VITAL_SPOT_C
ATYPE_TOMB_SPIDER_VITAL_SPOT_L
ATYPE_TOMB_SPIDER_VITAL_SPOT_R
ATYPE_TOMB_SPIDER_COCOON
ATYPE_SAND_GOLEM_BLOCK
ATYPE_SAND_GOLEM
ATYPE_KOOPA_ATTACK
ATYPE_KOOPA_FIRE
ATYPE_KOOPA_BALL
ATYPE_ENEMY_END
ATYPE_MAPOBJ_START
ATYPE_MAP_OBJ
ATYPE_MAP_OBJ_SIMPLE
ATYPE_MAP_OBJ_MOVE_COLLISION
ATYPE_CLIP_FIELD_MAP_PARTS
ATYPE_COIN
ATYPE_COIN_RED
ATYPE_STAR_PIECE
ATYPE_KINOKO_ONEUP
ATYPE_COINTHROW
ATYPE_SWITCH
ATYPE_MORPH_ITEM
ATYPE_GOLF_CUP
ATYPE_BREAKABLE_CAGE
ATYPE_BEE_FLOWER
ATYPE_KILLER_TARGET_MAPOBJ
ATYPE_PUNCH_BOX
ATYPE_WATER_BAZOOKA_CAPSULE
ATYPE_ICEJUMP_WALL
ATYPE_KEY_SWITCH_AVOID
ATYPE_KAMECK_BARRIER
ATYPE_KOOPA_PUSH
ATYPE_KOOPA_RECEIVER
ATYPE_KOOPA_DAMAGE_PLATE
ATYPE_KOOPA_COIN_PLATE
ATYPE_KOOPA_PLATE
ATYPE_MAPOBJ_END
ATYPE_AUTO_RUSH_OBJ_START
ATYPE_BINDER
ATYPE_TRANSFERABLE_BINDER
ATYPE_PRIOR_BINDER
ATYPE_SPIN_DRIVER_BIND
ATYPE_SPIN_CANNON_BIND
ATYPE_SPHERE_PLAYER_BIND
ATYPE_POWER_STAR_BIND
ATYPE_G_CAPTURE_BIND
ATYPE_SPRING_ATTACKER_BIND
ATYPE_WATER_PRESSURE_BULLET_BIND
ATYPE_MARIO_LAUNCHER_BIND
ATYPE_QUESTION_COIN_BIND
ATYPE_SCENARIO_STARTER_BIND
ATYPE_AUTO_RUSH_OBJ_END
ATYPE_RUSH_OBJ_START
ATYPE_RUSH_ENEMY
ATYPE_COCO_NUT_BIND
ATYPE_TURNIP_BIND
ATYPE_SWITCH_BIND
ATYPE_RUSH_OBJ_END
ATYPE_PRESS_OBJ_START
ATYPE_MAP_OBJ_PRESS
ATYPE_PRESS_OBJ_END
ATYPE_SPHERE_MOVER_OBJ_START
ATYPE_JUMP_HOLE
ATYPE_SPHERE_DASH
ATYPE_BALL_RAIL
ATYPE_SPHERE_MOVER_OBJ_END
ATYPE_SPECIAL_START
ATYPE_SYSTEM_SENSOR
ATYPE_EYE
ATYPE_PUSH
ATYPE_DEMO
ATYPE_SWITCH_MESSENGER
ATYPE_MESSAGE_SENSOR
ATYPE_RECEIVER
ATYPE_SPECIAL_END
ATYPE_LAST
</pre>
''actortypestring.bin'' (likely originally ''ActorTypeString.bin'') is similar to ActorMsgString.bin. It contains names for [[actor types]], which are normally only seen as integers in the game's code.
The following likely relevant functions are listed in the Develop symbol maps:
<pre>
005d36c0 000008 805da880 005d6a60 4 getActorTypeString__12MessageDebugFUl System.a MessageDebug.o
006b0114 000034 806b72d4 006b34b4 4 actTypeToString__2MRFUl Util.a DebugUtil.o
</pre>
As is easily inferred from their names, these functions likely take an actor type number and return its name from ActorTypeString.bin.
=== KanjiFontNW4R.szs ===
[[File:KanjiFontNW4R.png]]
''kanjifontnw4r.szs'' (likely originally ''KanjiFontNW4R.szs'') is a [[BRFNT]] file. Presumably, it was used to render debug text.
''Kanji'' is one of the three alphabets of Japanese (the native language of the developers). There are about 2,000 characters in Kanji; this large number is due to each character representing an entire word. Therefore, this file was so named as the majority of the characters within are Kanji.
The following likely relevant functions are listed in the Develop symbol maps:
<pre>
005bf348 000080 805c6508 005c26e8 4 getKanjiFontNW4R__15GameSystemDebugCFv System.a GameSystemDebug.o
0067fedc 00000c 8068709c 0068327c 4 getKanjiFontNW4R__2MRFv Util.a SystemUtil.o
</pre>
=== LuigiConst.h ===
<pre>
#include "StaticAssert.h"
struct marioConstTable
{
// @start "ジャンプ"
// @label "ジャンプ関係"
// @label "1st[0],2nd[1],3rd[2],miss[3],turn[4],squat[5],back[6],wall[7],tornado/force[8]"
f32 mJumpHeight[9]; // @ 0.000000,100.000000,"跳躍高さ",22.000000,26.000000,34.710000,24.000000,32.000000,15.000000,32.000000,22.000000,1.000000
// @label "1st[0],2nd[1],3rd[2],miss[3],turn[4],squat[5],back[6],wall[7],tornado[8],force[9],slipup[10],heli[11]"
f32 mGravityJumping[12]; // @ 0.000000,100.000000,"跳躍重力",1.600000,1.600000,1.600000,1.600000,1.600000,0.900000,1.600000,2.000000,0.350000,0.900000,1.600000,0.400000
f32 mGravityAirWalk; // @ 0.000000,100.000000,"ふんばり重力",0.100000
f32 mGravityRatioA; // @ 0.000000,100.000000,"上昇中Aボタン重力緩和",0.500000
f32 mJumpFrontSpeed; // @ 0.000000,100.000000,"跳躍時前方速度補正",12.500000
f32 mJumpTornadoSpeed; // @ 0.000000,100.000000,"トルネード時前方速度補正",5.000000
f32 mDropFrontSpeed; // @ 0.000000,100.000000,"落下時前方速度補正",30.000000
s16 mJumpConnectTime; // @ 0,120,"コンボ継続猶予",7
f32 mJumpConnectSpeed; // @ 0.000000,1.000000,"コンボ継続速度",0.600000
f32 mSquatJumpFrontSpeed; // @ 0.000000,100.000000,"幅跳び前方速度",16.500000
f32 mSquatJumpBackSpeed; // @ 0.000000,100.000000,"バック宙後方速度",5.000000
f32 mTurnJumpFrontSpeed; // @ 0.000000,100.000000,"ターンジャンプ時後方速度",5.000000
// @label "通常[0], 特殊[1],特殊[2],ヘリ[3],ハチ[4]"
f32 mMaxDropSpeed[5]; // @ 0.000000,100.000000,"空中落下最高速度",35.000000,20.000000,5.000000,6.000000,15.000000
s16 mGrReductionDropTimer; // @ 0,120,"落下後何フレーム目からAホールドによる重力減衰するか",30
s16 mDropWaitTime; // @ 0,60,"即落下防止タイマ",5
f32 mJumpFrontReduction; // @ 0.000000,1.000000,"ジャンプ前方自然減速率",0.980000
s16 mJumpFrontReductionBeginTime; // @ 0,300,"ジャンプ前方自然減速開始タイム",15
f32 mSquatJumpFrontReduction; // @ 0.000000,1.000000,"幅跳び専用前方自然減速率",0.990000
s16 mSquatJumpFrontReductionBTime; // @ 0,300,"幅跳び専用前方自然減速開始タイム",30
f32 mMudFloorJumpWeakRatio; // @ 0.000000,1.000000,"泥(ブレーキ)床からのジャンプ高さ低減",0.500000
// @start "ヒップドロップ"
f32 mGravityHipDrop; // @ 0.000000,100.000000,"尻ドロップ重力",12.000000
f32 mLimitSpeedHipDrop; // @ 0.100000,500.000000,"尻ドロップ最大速度",150.000000
f32 mHipDropLimitHeight; // @ 0.000000,500.000000,"尻ドロップ制限高度",100.000000
u16 mHipDropZeroGrTime; // @ 0,120,"尻ドロップ後静止時間",2
s16 mHipDropLimitTimerAfterTornado; // @ 0,120,"トルネード発動直後の尻ドロップ抑制時間",15
// @end
// @start "スリップアップ"
s16 mSlipUpSpdCtrlTimer; // @ 0,120,"速度調整時間",8
f32 mSlipUpSpdRatio; // @ 0.000000,1.000000,"速度低下比率",0.900000
f32 mSlipUpHeight; // @ 0.000000,100.000000,"スリップアップ高さ",16.000000
f32 mSlipUpFront; // @ 0.000000,100.000000,"スリップアップ前方速度",8.000000
f32 mSlipUpFrontWeak; // @ 0.000000,100.000000,"弱スリップアップ前方速度",3.000000
f32 mSlipUpHeightHang; // @ 0.000000,100.000000,"つかまりスリップアップ高さ",12.000000
f32 mSlipUpFrontHang; // @ 0.000000,100.000000,"つかまりスリップアップ前方速度",5.000000
f32 mSlipUpContinueHeight; // @ 0.000000,500.000000,"連続スリップアップで上れる高さ",150.000000
// @end
// @start "空中歩行"
u16 mAirWalkTime; // @ 0,1200,"空中歩行可能時間(Fr.)",180
f32 mAirWalkTimerFact1; // @ 0.000000,60.000000,"空中歩行調整1(加速)",3.000000
s16 mAirWalkTimerFact2; // @ 0,1000,"空中歩行調整2(時間影響)",300
f32 mAirWalkTimerFact3; // @ 0.000000,1.000000,"空中歩行落下時調整",0.150000
f32 mMaxJumpSpeed; // @ 0.000000,300.000000,"空中XZ最高速度",32.000000
f32 mAirWalkBackBonus; // @ 0.500000,8.000000,"後方強化",1.300000
f32 mAirWalkSpeedKiller; // @ 0.000000,1.000000,"後方歩行時減速度",0.100000
f32 mMaxBackJumpSpeed; // @ 0.000000,100.000000,"空中後方XZ最高速度",10.000000
f32 mAirWalkBonus; // @ 0.000000,10.000000,"ふんばり空中歩行調整1(加速)",3.000000
// @label "★以下二つは、真上・前方ジャンプ後の後方引き戻しに影響します"
s16 mBackJumpLimitFrame; // @ 0,300,"ジャンプ後のバックリミットタイム",60
f32 mBackJumpRatio; // @ 0.000000,10.000000,"ジャンプ後のバック力比率",3.000000
s16 mWaitNeutralTimer; // @ 0,300,"ニュートラル待ちタイマ",15
// @end
// @start "着地"
f32 mHardLandingHeight; // @ 0.000000,5000.000000,"シビレ着地高度",2500.000000
u16 mHardLandStunTimer; // @ 0,180,"シビレ時間",60
// @end
// @start "コードジャンプ"
// @label "弱、中、強、 Normal"
f32 mCodeJumpPower[4]; // @ 0.000000,100.000000,"ポリゴンコードジャンプ強さ",30.000000,60.000000,100.000000,30.000000
// @end
// @start "踏みつけ反動"
f32 mTrampleNormal; // @ 0.000000,100.000000,"敵踏みつけ反動(無入力)",19.000000
f32 mTrampleLong; // @ 0.000000,100.000000,"Aボタン入力時の加算量",6.000000
f32 mTrampleNormalTaco; // @ 0.000000,100.000000,"(タコ)敵踏みつけ反動",28.000000
f32 mTrampleBegoma; // @ 0.000000,100.000000,"ベーゴマ踏みつけ反動",40.000000
f32 mTrampleBegomaRotRise; // @ 0.000000,3.000000,"ヘリジャンプ回転(上昇中)",0.600000
f32 mTrampleBegomaRotFall; // @ 0.000000,3.000000,"ヘリジャンプ回転(下降中)",0.250000
u16 mTrampleBegomaOpenTime; // @ 0,300,"ヘリジャンプ減速開始時間",12
// @end
// @start "上方アタック反動"
f32 mDropUnderPowerMin; // @ 0.000000,100.000000,"跳ね返り力最小",10.000000
f32 mDropUnderPowerMax; // @ 0.000000,100.000000,"跳ね返り力最大",20.000000
// @end
// @start "メッセージジャンプ"
f32 mMsgJumpGroundPowerXZ; // @ 0.000000,100.000000,"接地時横方向ジャンプ速度",10.000000
f32 mMsgJumpGroundPowerY; // @ 0.000000,100.000000,"接地時タテ方向ジャンプ速度",20.000000
f32 mMsgJumpAirPower; // @ 0.000000,100.000000,"空中時ジャンプ速度",15.000000
f32 mBilliardJumpExtra; // @ 0.000000,10.000000,"ビリヤードジャンプの加算速度",5.000000
// @end
// @start "先行ジャンプ入力"
s16 mFutureJumpReqLimitTime; // @ 0,30,"先行ジャンプ入力可能な猶予フレーム",4
// @end
// @start "ワープポッドジャンプ"
f32 mWarpPodJumpX; // @ 0.000000,100.000000,"ワープポッドからの脱出X速度",20.000000
f32 mWarpPodJumpY; // @ 0.000000,100.000000,"ワープポッドからの脱出Y速度",30.000000
// @end
// @end
// @start "ダメージ"
// @start "中ダメージ"
f32 mJumpHeightDamage; // @ 0.000000,100.000000,"飛び上がり高さ",15.000000
f32 mJumpDistDamage; // @ 0.000000,100.000000,"飛ばされ速度",9.000000
f32 mGravityDamage; // @ 0.000000,100.000000,"重力",1.000000
// @end
// @start "大ダメージ"
f32 mJumpHeightLargeDamage; // @ 0.000000,100.000000,"飛び上がり高さ(加算)",25.000000
f32 mJumpDistLargeDamage; // @ 0.000000,100.000000,"飛ばされ速度",20.000000
// @end
// @start "小ダメージ"
f32 mSlideDistFaint; // @ 0.000000,100.000000,"よろけ速度",15.000000
s16 mFaintTimer1; // @ 1,120,"拘束時間",15
s16 mFaintTimer2; // @ 1,120,"キャンセル時間",15
f32 mFaintFriction1; // @ 0.000000,1.000000,"拘束中摩擦",0.900000
f32 mFaintFriction2; // @ 0.000000,1.000000,"キャンセル中摩擦",0.900000
// @end
// @start "はねとばされ"
f32 mSlideDistFlip; // @ 0.000000,100.000000,"よろけ速度",15.000000
f32 mSlideDistFlipSpin; // @ 0.000000,100.000000,"よろけ速度(スピン時)",7.500000
s16 mFlipTimer1; // @ 1,120,"拘束時間",15
s16 mFlipTimer2; // @ 1,120,"キャンセル時間",15
f32 mFlipFriction1; // @ 0.000000,1.000000,"拘束中摩擦",0.980000
f32 mFlipFriction2; // @ 0.000000,1.000000,"キャンセル中摩擦",0.970000
f32 mFlipFriction3; // @ 0.000000,1.000000,"能動ブレーキ摩擦",0.600000
// @end
// @start "炎[ラン]ダメージ"
u16 mFireRunTimer1; // @ 1,120,"炎をくらってから走りはじめるまでの間",40
u16 mFireRunTimer2; // @ 1,120,"炎をくらってから全速で走っている時間",30
u16 mFireRunTimer3; // @ 1,120,"減速時間",15
f32 mFireRunSpeed; // @ 0.000000,100.000000,"ラン速度",16.000000
f32 mFireRunTurnRatio; // @ 0.000000,1.000000,"方向転換速度",0.100000
f32 mFireRunGravity; // @ 0.000000,10.000000,"空中ヒット時の着地重力",5.000000
f32 mFireRunFirstJump; // @ 0.000000,100.000000,"投げ上げ速度",50.000000
// @end
// @start "炎[舞踏]ダメージ"
f32 mFireDanceTurnRatio; // @ 0.000000,1.000000,"方向転換速度",0.200000
f32 mFireDanceGravityRise; // @ 0.000000,10.000000,"重力UP",1.000000
f32 mFireDanceGravityDrop; // @ 0.000000,10.000000,"重力DOWN",0.750000
f32 mFireDanceFirstJump; // @ 0.000000,100.000000,"投げ上げ速度",40.000000
f32 mFireDanceSecondJump; // @ 0.000000,100.000000,"投げ上げ速度",20.000000
f32 mFireDanceMoveSpeed; // @ 0.000000,100.000000,"ヨコ移動速度",10.000000
f32 mFireDanceMoveAcc; // @ 0.000000,100.000000,"ヨコ移動加速度",0.500000
// @end
// @start "ブラックホール"
f32 mBlackHoleRadiusRatio; // @ 0.000000,1.000000,"半径引き寄せ率",0.992000
f32 mBlackHoleScaleSpeed; // @ 0.000000,0.100000,"スケール縮小率/fr",0.002000
f32 mBlackHoleScaleLimit; // @ 0.000000,1.000000,"スケール最小値",0.700000
f32 mBlackHoleRotateSpeed; // @ 0.000000,0.100000,"回転加速アングル/fr",0.001800
f32 mBlackHoleRotateLimit; // @ 0.000000,3.140000,"回転最大アングル/fr",0.700000
f32 mBlackHoleFirstRadius; // @ 0.000000,2.000000,"初期半径率",1.000000
u16 mBlackHoleHideTime; // @ 0,300,"マリオが姿を消すフレーム",165
// @end
// @start "水上・水中ダメージ"
u16 mWaterInnerFaintTime; // @ 1,200,"水上/水中 小ダメージ 飛ばされ時間",60
f32 mSwimFaintSpeed; // @ 0.000000,100.000000,"水上/水中 小ダメージ 速度",10.000000
u16 mWaterInnerDamageTime; // @ 1,200,"水中 中ダメージ 飛ばされ時間",60
f32 mSwimDamageSpeed; // @ 0.000000,100.000000,"水中 中ダメージ 速度",10.000000
f32 mSwimSurfaceDamageSpeed; // @ 0.000000,100.000000,"水上 中ダメージ 速度",5.000000
f32 mWaterSurfaceDamageJump; // @ 0.000000,50.000000,"水上 中ダメージ 飛び上がり量",26.000000
// @label "魚骨ボス専用"
u16 mSwimDamageTimerEx1; // @ 0,100,"ボス1ダメージ 時間",90
f32 mSwimDamageSpeedEx1; // @ 0.000000,100.000000,"ボス1ダメージ 速度",35.000000
// @end
// @start "ファウンテン"
f32 mJumpHeightFlow; // @ 0.000000,100.000000,"飛び上がり高さ",18.000000
f32 mJumpDistFlow; // @ 0.000000,100.000000,"飛ばされ速度",2.000000
f32 mGravityFlow; // @ 0.000000,100.000000,"重力",0.300000
// @end
// @end
// @start "走歩行"
// @label "移動関係"
f32 mFlatAngle; // @ 10.000000,90.000000,"水平歩行可能な(上限)角度",45.000000
f32 mSlipAngle; // @ 1.000000,90.000000,"滑り可能な(上限)角度",60.000000
f32 mForceWallAngle; // @ 1.000000,90.000000,"壁プッシュ/絶対立てない角度",85.000000
f32 mDebugMoveSpeed; // @ 0.000000,500.000000,"デバッグ移動速度",120.000000
f32 mWalkSpeed; // @ 0.000000,100.000000,"歩行速度",15.000000
// f32 mInertiaStandard; // @ 0.000000,1.000000,"歩行慣性",0.800000
f32 mInertiaStandardStop; // @ 0.000000,1.000000,"歩行慣性(停止)",0.990000
f32 mInertiaStandardMax; // @ 0.000000,1.000000,"歩行慣性(高速)",0.920000
f32 mInertiaBdash; // @ 0.000000,1.000000,"Bダッシュ慣性",0.980000
f32 mInertiaBdashAfter; // @ 0.000000,1.000000,"Bダッシュ余韻慣性",0.992000
f32 mInertiaStop; // @ 0.000000,1.000000,"停止慣性",0.950000
f32 mInertiaSquat; // @ 0.000000,1.000000,"しゃがみ慣性",0.970000
f32 mInertiaTurnSlip; // @ 0.000000,1.000000,"ターン滑り慣性",0.980000
f32 mInertiaTurning; // @ 0.000000,1.000000,"ターン中慣性",0.900000
f32 mInertiaJumpFinish; // @ 0.000000,1.000000,"ジャンプ終了慣性",0.800000
f32 mInertiaReflectSlip; // @ 0.000000,1.000000,"反射時の慣性",1.000000
f32 mInertiaStartSpin; // @ 0.000000,1.000000,"停止急発進慣性",0.950000
f32 mInertiaOverSpeed; // @ 0.000000,1.000000,"最高速度越え時の減速慣性",0.800000
f32 mTurnAngleSpeed; // @ 0.000000,3.141600,"ターン角速度",0.900000
f32 mTurnAngleSpeed2; // @ 0.000000,3.141600,"ターン角速度(ラン中)",0.150000
f32 mTurnAngleSpeed3; // @ 0.000000,3.141600,"ターン角速度(滑り中)",0.100000
f32 mTurnAngleSpeedSlowWalk; // @ 0.000000,3.141600,"ターン角速度(低速歩行中)",0.040000
f32 mGravityStandard; // @ 0.000000,100.000000,"標準重力係数",30.000000
f32 mGravityGrounding; // @ 0.000000,100.000000,"接地重力係数",20.000000
f32 mDashMultiply; // @ 0.000000,4.000000,"メタルダッシュ倍率",2.000000
f32 mCameraAngleLimit; // @ 0.000000,1.000000,"球状地形移動制限",0.050000
u16 mStartSpinTime; // @ 0,120,"開始ダッシュスリップ時間",30
u16 mDashAfterTime; // @ 0,120,"Bダッシュ余韻時間",40
u16 mAutoBdashTime; // @ 0,10000,"振りBダッシュ継続時間",10000
u16 mSlowStartTime; // @ 0,120,"停止状態からの速度制限時間",20
f32 mStartSpinAnimeRatio; // @ 0.000000,3.000000,"空転アニメーション倍率",1.250000
f32 mSlopeAnimeRatio; // @ 0.000000,2.000000,"坂のぼりアニメ倍率(通常)",0.500000
f32 mSlopeSpinAnimeRatio; // @ 0.000000,3.000000,"坂がんばりアニメ倍率",0.750000
f32 mItemDashRatio; // @ 1.000000,3.000000,"アイテムダッシュ速度倍率",1.500000
u16 mItemDashTimer; // @ 1,600,"アイテムダッシュ時間",180
// @start "氷上"
f32 mInertiaIceStandardStop; // @ 0.000000,1.000000,"低速時慣性",0.985000
f32 mInertiaIceStandardMax; // @ 0.000000,1.000000,"高速時慣性",0.995000
f32 mInertiaIceStartSpin; // @ 0.000000,1.000000,"滑り出し慣性",0.980000
f32 mInertiaIceStop; // @ 0.000000,1.000000,"減速時慣性",0.992000
f32 mInertiaIceTurn; // @ 0.000000,1.000000,"氷上ターン速度",0.200000
// @end
// @start "滑り床上"
f32 mInertiaSlipStandardStop; // @ 0.000000,1.000000,"低速時慣性",0.980000
f32 mInertiaSlipStandardMax; // @ 0.000000,1.000000,"高速時慣性",0.990000
f32 mInertiaSlipStartSpin; // @ 0.000000,1.000000,"滑り出し慣性",0.985000
f32 mInertiaSlipStop; // @ 0.000000,1.000000,"減速時慣性",0.980000
f32 mInertiaSlipTurn; // @ 0.000000,1.000000,"ターン時慣性",0.980000
// f32 mInertiaSlipTurn; // @ 0.0,1.0,"氷上ターン速度",0.2
// @end
// @start "ターンとスリップとブレーキ"
f32 mTurnSlipAngle; // @ 0.000000,3.141600,"ターンアングル",2.600000
u16 mTurnReadyTime; // @ 0,30,"ターン入力待ちタイム",20
f32 mTurnSlipNeutral; // @ 0.000000,1.000000,"ターンニュートラル値",0.700000
f32 mSlipSpeed; // @ 0.000000,2.000000,"ターンスリップ可能最低速度",0.250000
f32 mFastTurnSpeed; // @ 0.000000,3.141600,"高速ターン可能最高速度",0.100000
s16 mTurnSlipTime; // @ 0,120,"ターン中静止タイム(通常床)",6
s16 mTurnSlipTimeB; // @ 0,120,"ターン中静止タイム(滑り床)",60
s16 mTurnJumpInhibitTime; // @ 0,60,"ターンジャンプ阻止タイム",0
f32 mLandTurnHeight; // @ 0.000000,200.000000,"着地ターン先行入力可能高度",120.000000
f32 mInertiaBrake; // @ 0.000000,1.000000,"ブレーキ慣性",0.950000
u16 mStandingTurnTime; // @ 0,120,"静止ターン時間",10
u16 mWeakTurnTime; // @ 0,120,"ラン中弱ターン補正時間",15
u16 mBrakeFirstTimer; // @ 0,120,"ラン状態からのブレーキ発動待ち時間",60
u16 mBrakeSecondTimer; // @ 0,120,"ブレーキ発動時間",60
// @end
// @start "スロープ処理"
f32 mSlopeSpeedMax; // @ 0.000000,100.000000,"坂くだり最高速度",22.000000
f32 mSlopeAccel; // @ 0.000000,0.100000,"坂滑り加速度",0.010000
f32 mSlopeSpeedMaxBraking; // @ 0.000000,100.000000,"ブレーキ中最高速度",20.000000
f32 mSlopeFinishInertia; // @ 0.000000,1.000000,"水平面での滑り継続慣性",0.950000
f32 mSlopeCancelInertia; // @ 0.000000,1.000000,"スティック入力時継続慣性",0.940000
f32 mSlopeAnimeFinishSpeed; // @ 0.000000,30.000000,"坂アニメを停止する坂速度(slopevec)",15.000000
f32 mSlopeDashAngleFactor; // @ 1.000000,90.000000,"角度に対する増速比率",20.000000
f32 mSlopeDashSpeedFactor; // @ 0.000000,5.000000,"元速度に対する乗算比率",0.100000
f32 mSlopeDashAccelFactor; // @ 0.000000,100.000000,"加算速度倍率(アニメに影響しない)",50.000000
u16 mSlopeDashAccelTime; // @ 1,300,"最高速度に達するまでの時間",75
f32 mSlopeSideMoveInertia; // @ 0.000000,1.000000,"横方向移動に対する慣性(入力時)",0.950000
f32 mSlopeSideStopInertia; // @ 0.000000,1.000000,"横方向移動に対する慣性(ニュートラル時)",0.980000
f32 mSlopeSideMoveSpeed; // @ 0.000000,50.000000,"横方向移動最高速度",10.000000
f32 mSlopeCurveAssist; // @ 0.000000,1.000000,"坂方向変化時のMAX追従率",0.050000
f32 mSlipMoveTurnAngleRad; // @ 0.000000,1.570000,"スティック移動時の姿勢回転速度/fr[rad]",0.030000
// @end
// @start "段差処理"
f32 mWalkStepHeight; // @ 0.000000,200.000000,"歩いて上れる段差",50.000000
// @end
// @start "アニメ"
// @label "走歩行アニメ"
f32 mTiltRatio; // @ 0.000000,100.000000,"上半身左右傾きレシオ",40.000000
f32 mLookDownRatio; // @ 0.000000,1.000000,"上半身前後傾きレシオ",0.400000
f32 mSpeedStep[3]; // @ 0.000000,2.000000,"歩行アニメ切り替え速度",0.050000,0.750000,0.950000
f32 mMaxAnmSpeedA; // @ 0.000000,20.000000,"Bダッシュ時最高アニメ速度",6.000000
f32 mMinAnmSpeedA; // @ 0.000000,20.000000,"ダッシュ時最低アニメ速度",2.500000
f32 mMaxAnmSpeedB; // @ 0.000000,20.000000,"ラン時最高アニメ速度",4.000000
f32 mMinAnmSpeedB; // @ 0.000000,20.000000,"ラン時最低アニメ速度",2.500000
f32 mMaxAnmSpeedC; // @ 0.000000,20.000000,"歩き時最高アニメ速度",1.330000
f32 mMinAnmSpeedC; // @ 0.000000,20.000000,"歩き時最低アニメ速度",0.670000
f32 mWeightBlendRatio; // @ 0.000000,1.000000,"歩行アニメーションブレンド変化率",0.200000
f32 mMudFloorSlipRatio; // @ 1.000000,10.000000,"泥(ブレーキ)床での空転倍率",2.000000
// @end
// @start "感度"
// @label "感度"
f32 mStickAngleMargin; // @ 0.000000,0.785000,"スティックの上下左右優先補正角度",0.100000
f32 mStickMarginX; // @ 0.000000,0.900000,"Y入力に対するX無感度範囲",0.250000
f32 mStickMarginY; // @ 0.000000,0.900000,"Y入力に対するY無感度範囲",0.200000
f32 mStickMarginYstart; // @ 0.000000,1.000000,"X無感度開始するY最小値",0.500000
f32 mStickMarginXstart; // @ 0.000000,1.000000,"Y無感度開始するX最小値",0.500000
f32 mStickHeavyMinRatio; // @ 0.000000,1.000000,"重ステ 最重レシオ",0.300000
f32 mStickHeavyMinAngle; // @ 0.000000,3.140000,"重ステ 最重レシオアングル",0.785400
f32 mStickHeavyMaxAngle; // @ 0.000000,3.140000,"重ステ 最軽レシオアングル",1.570800
// @end
// @start "しゃがみ歩き"
// @label "しゃがみ歩き"
f32 mSpeedSquatWalkLower; // @ 0.000000,1.000000,"歩き開始できる速度",0.050000
f32 mSquatWalkStep; // @ 0.000000,10.000000,"歩幅",6.000000
f32 mSquatWalkMaxSpeed; // @ 0.000000,1.000000,"最大速度",0.200000
f32 mSquatWalkMinSpeed; // @ 0.000000,1.000000,"最低速度",0.100000
// @end
// @start "風"
f32 mWindSlideLimit; // @ 0.000000,100.000000,"横滑り開始風力",1.000000
f32 mWindSlideFriction; // @ 0.000000,10.000000,"押し戻し滑り摩擦",1.200000
f32 mWindForwardFriction; // @ 0.000000,10.000000,"追い風摩擦",0.500000
f32 mWindSlideFrictionAgainst; // @ 0.000000,10.000000,"向い風摩擦",0.800000
f32 mWindJumpingFriction; // @ 0.000000,10.000000,"空中影響度",0.100000
// @end
// @end
// @start "トルネード"
// @label "トルネード"
u16 mTornadoTime; // @ 0,600,"地上トルネード時間",45
u16 mTornadoTimeAir; // @ 0,600,"空中トルネード時間",150
u16 mAirWalkTimeTornado; // @ 0,1200,"トルネード中のホバリング可能時間",150
u16 mTornadoRestartTime; // @ 0,300,"強制停止後の、再起動までのインターバル",60
f32 mSpinDifferMargin; // @ 0.000000,3.100000,"1フレームに許される最大変化",1.500000
f32 mSpinGoalAngle; // @ 0.000000,15.000000,"どれだけまわしたら発動?",4.500000
s16 mSpinInputLimitTime; // @ 1,120,"入力受付フレーム",25
s16 mSpinTime; // @ 1,1000,"トルネード発動フレーム",120
f32 mSpinSpeed; // @ 0.000000,3.140000,"回転標準速度",1.800000
f32 mSpinWalkRatio; // @ 1.000000,3.000000,"歩行速度による回転速度オフセット掛率",1.100000
f32 mSpinJumpRatio; // @ 1.000000,3.000000,"ジャンプによる回転速度掛率",1.300000
f32 mSpinWallReboundSpeed; // @ 1.000000,100.000000,"スピンJ中壁ヒット反射速度",2.000000
u16 mSpinFinishTime; // @ 0,120,"速度を落とし始める残り時間",49
f32 mSpinFinishRate; // @ 0.000000,2.000000,"終了前、速度の落ち具合",0.200000
f32 mTornadoMultiply; // @ 0.000000,4.000000,"トルネード中移動最高速度倍率",0.500000
f32 mTurnAngleSpeedTornado; // @ 0.000000,3.141600,"トルネード中ターン角速度",0.100000
f32 mInertiaTornadoAccel; // @ 0.000000,1.000000,"加速トルネード慣性",0.900000
f32 mInertiaTornadoBrake; // @ 0.000000,1.000000,"減速トルネード慣性",0.960000
u16 mTornadoChargeTime; // @ 2,300,"チャージに要する時間",60
u16 mTornadoChargeUpTime; // @ 1,1200,"チャージ有効時間",300
u16 mTornadoZeroGravityTimer; // @ 0,120,"トルネード0G時間",0
f32 mTornadoBoostPower; // @ 0.000000,100.000000,"ブースター初速",0.000100
f32 mTornadoBoostAttn; // @ 0.000000,2.000000,"ブースター加減速",1.532000
u16 mTornadoBoostTimer; // @ 0,120,"ブースター時間",28
f32 mTornadoBoostAttnMini; // @ 0.000000,2.000000,"miniブースター加減速",1.600000
u16 mTornadoBoostTimerMini; // @ 0,120,"miniブースター時間",25
// @label "トルネード傾き処理"
f32 mTornadoTiltCancel; // @ 0.000000,1.000000,"ニュートラルに戻る速度",0.960000
f32 mTornadoTiltAngle; // @ 0.000000,1.000000,"傾き具合",0.330000
f32 mTornadoTiltSpeed; // @ 0.000000,1.000000,"傾く速度",0.018000
f32 mTornadoTiltOffSpeed; // @ 0.000000,1.000000,"非トルネード時に戻す速度",0.100000
f32 mTornadoTiltNear; // @ 0.000000,1.000000,"方向転換時の戻り具合",0.400000
// @label "トルネード反射処理"
u16 mTornadoReflectTimer; // @ 0,120,"壁反射時の0慣性タイマー",30
f32 mTornadoReflectSpeed; // @ 0.000000,1.000000,"壁反射時の強制速度",1.000000
// @label "スピン(ミニトルネード)"
u16 mAirWalkTimeSpin; // @ 0,1200,"スピン(ミニトルネード)中のホバリング可能時間",24
f32 mSpinCoinPullRadius; // @ 0.000000,1000.000000,"スピン中のコイン引き寄せ半径",600.000000
f32 mCoinPullAngleSpeedRatio; // @ 0.000000,1000.000000,"スピン中のコイン回転速度倍率",0.750000
f32 mCoinPullDistSpeedRatio; // @ 0.000000,1000.000000,"スピン中のコイン引き寄せ速度倍率",0.750000
u16 mSpinJumpCount; // @ 1,8,"スピン回数",2
u16 mSpinIntervalTime; // @ 0,500,"スピン終了後の禁止タイマ",45
f32 mSpinJumpHeight; // @ 0.000000,100.000000,"スピンジャンプ 到達高度",12.35000
f32 mSpinJumpGravity; // @ 0.000000,10.000000,"スピンジャンプ 重力 ",0.450000
// @end
// @start "かべ"
f32 mWallStickGrHeight; // @ 0.000000,1000.000000,"くっつける最低下方高さ",100.000000
f32 mWallStickFrHeight; // @ 0.000000,1000.000000,"くっつける最低上方高さ",50.000000
f32 mWallStickStepHeight; // @ 0.000000,1000.000000,"くっつける最低段差高低差",325.000000
f32 mWallDropSpeedStop; // @ 0.000000,100.000000,"つかまり中の落下速度",4.000000
f32 mWallDropSpeedNormal; // @ 0.000000,100.000000,"すべり中の落下速度",14.000000
f32 mWallJumpPowerXZ; // @ 0.000000,100.000000,"壁ジャンプXZ",13.000000
f32 mWallJumpPowerY; // @ 0.000000,100.000000,"壁ジャンプY速度",30.000000
f32 mWallBackJumpPowerXZ; // @ 0.000000,100.000000,"後壁ジャンプXZ",6.000000
f32 mWallBackJumpPowerY; // @ 0.000000,100.000000,"後壁ジャンプY速度",10.000000
s16 mWallStickTime; // @ 1,120,"壁にくっついて静止できる時間",15
s16 mWallStickTimeIce; // @ 1,180,"壁にくっついて静止できる時間(アイス壁)",60
s16 mWallReleaseTime; // @ 1,300,"無入力で滑っている時間",180
f32 mWallSideMoveRatio; // @ 0.000000,1.000000,"壁ヨコ移動の減衰率(1/n:n[fr]で0になる)",0.003000
f32 mJumpHeightBlown; // @ 0.000000,100.000000,"壁ヒット飛上り高さ",10.000000
f32 mGravityBlown; // @ 0.000000,100.000000,"壁ヒット落下重力",1.000000
f32 mWallHangGrHeight; // @ 0.000000,1000.000000,"角につかまれる最低下方高さ",225.000000
f32 mWallHangMyHeight; // @ 0.000000,1000.000000,"角までの最大距離",150.000000
s16 mHangBlendTime; // @ 0,120,"角つかまり時ブレンドタイム",10
f32 mWallPushAngleRange; // @ 0.000000,45.000000,"壁プッシュ(開始)許容アングル",20.000000
f32 mWallFrontAngleRange; // @ 0.000000,1.000000,"前方壁とみなすハーフアングル",0.500000
f32 mWallBackAngleRange; // @ 0.000000,1.000000,"後方壁とみなすハーフアングル",0.707000
f32 mWallStickCancelAngle; // @ -1.000000,1.000000,"前回くっついた壁との必要な角度差",0.100000
f32 mWallBackHangStickPower; // @ 0.000000,1.000000,"背面つかまり時のスティック最大許容入力",0.800000
f32 mWallBackHangWalkSpeed; // @ 0.000000,1.000000,"背面つかまり時の最大許容歩行速度",0.500000
f32 mWallTriJumpMargin; // @ 0.000000,1.000000,"三角飛びよりも壁法線を優先する角度差(cos)",0.996000
f32 mWallSpinFlipGround; // @ 0.000000,20.000000,"地上スピン衝突時弾き横速度",5.000000
f32 mWallSpinHopGround; // @ 0.000000,20.000000,"地上スピン衝突時弾き縦速度",12.000000
f32 mWallSpinFlipAirRatio; // @ 0.000000,2.000000,"空中スピン衝突時補正(乗算)",0.750000
// @end
// @start "クラップ"
u16 mClapCoinTime; // @ 1,30,"コイン1個あたりのウエイトタイム",6
f32 mClapCoinPullRate; // @ 0.000000,1.000000,"引き寄せ率",0.330000
f32 mClapJumpBonusRising; // @ 0.000000,100.000000,"上昇中ボーナスホップ",10.000000
f32 mClapJumpBonusFalling; // @ 0.000000,100.000000,"落下中ボーナスホップ",15.000000
f32 mHopLimit; // @ 0.000000,1000.000000,"ホップ加算リミット速度",10.000000
// @end
// @start "水泳"
f32 mSwimFrontAcc; // @ 0.000000,10.000000,"連打加速",4.000000
f32 mSwimFrontMaxSpeed; // @ 0.000000,100.000000,"連打最高速",11.500000
f32 mSwimFrontSpinSpeed; // @ 0.000000,100.000000,"スピン最高速",70.000000
f32 mSwimFrontNormalSpeed; // @ 0.000000,100.000000,"押し中定速",7.500000
// f32 mSwimFrontOnWaterAcc; // @ 0.00000,10.0, "連打加速", 5.0
f32 mSwimFrontOnWaterSpeed; // @ 0.000000,10.000000,"水上泳ぎ速度",7.500000
f32 mSwimFrontJetSpeed; // @ 0.000000,100.000000,"ジェット速度(赤い奴)",18.000000
f32 mSwimFrontJetSpeedSlow; // @ 0.000000,100.000000,"ジェット速度(量産型)",14.000000
f32 mSwimAccRatio; // @ 0.010000,10.000000,"(水中)ひと掻きテーブル倍率",1.500000
f32 mSwimAccMinRatio; // @ 0.000000,1.000000,"(水中)ひと掻き最小加速度倍率",0.100000
f32 mSwimFrontIne; // @ 0.000000,1.000000,"定速加速慣性",0.985000
f32 mSwimStopIne; // @ 0.000000,1.000000,"減速慣性(水中)",0.992000
f32 mSwimStopIneSurface; // @ 0.000000,1.000000,"減速慣性(水面)",0.980000
f32 mSwimRotSpeedX; // @ 0.000000,3.000000,"ピッチ回転最高速",0.040000
f32 mSwimRotSpeedZ; // @ 0.000000,3.000000,"旋回最高速",0.012000
f32 mSwimRotSpeedZStop; // @ 0.000000,10.000000,"静止中旋回速度",2.000000
f32 mSwimRotXIne; // @ 0.000000,1.000000,"ピッチ回転慣性",0.500000
f32 mSwimRotZIne; // @ 0.000000,1.000000,"旋回慣性",0.600000
f32 mSwimRotXIneT; // @ 0.000000,1.000000,"(with亀・水中)ピッチ回転慣性",0.500000
f32 mSwimRotZIneT; // @ 0.000000,1.000000,"(with亀・水中)旋回慣性",0.600000
f32 mSwimUpAcc; // @ 0.000000,100.000000,"浮力",0.100000
f32 mSwimUpMaxSpeed; // @ 0.000000,100.000000,"浮上最高速度",1.000000
f32 mWeightBlendRatioSwim; // @ 0.000000,1.000000,"水泳アニメブレンド変化率",0.040000
f32 mWeightBlendRatioSwimB; // @ 0.000000,1.000000,"水泳アニメブレンド変化率(バタ足)",0.200000
f32 mSwimFreeXback; // @ 0.000000,1.000000,"手放し時の戻り力(下〜横)",0.100000
f32 mSwimFreeXback2; // @ 0.000000,1.000000,"手放し時の戻り力(横〜上)",0.040000
f32 mSwimSpdYratio; // @ 0.000000,1.000000,"Y速度の圧力抵抗率",1.000000
f32 mSwimRotSpeedRatioSurface; // @ 0.000000,3.000000,"水上での旋回速度倍率",1.000000
u16 mJumpSinkTimer; // @ 0,120,"ジャンプ落下による浮力無視タイマ",12
u16 mJumpDamageSinkTimer; // @ 0,120,"ダメージ落下による浮力無視タイマ",40
f32 mSwimToWalkSpd; // @ 1.000000,100.000000,"速度を走行速度に引き継ぐ",10.000000
u16 mWaterDecInterval; // @ 1,300,"(酸素切れ後に)何フレームに一個ライフを減らすか",180
u16 mWaterDecSpinAcc; // @ 0,10,"スピンによる余分な酸素消費",0
u16 mOxygenMax; // @ 1,10000,"最大酸素容量(フレーム)",3600
// @start "カメさん"
f32 mSwimXJetRotRatio; // @ 0.000000,1.000000,"カメ中のピッチ旋回レシオ",0.400000
f32 mSwimXJetRotRatioRed; // @ 0.000000,1.000000,"カメ中のピッチ旋回レシオ【赤】",0.350000
f32 mTurboReductionStream; // @ 0.000000,1.000000,"カメ中の、水流減速率",0.500000
f32 mTurboReductionHitWall; // @ 0.000000,1.000000,"カメ中の、壁ヒット減速",0.100000
f32 mTurboReductionHitFloor; // @ 0.000000,1.000000,"カメ中の、床ヒット減速",0.995000
u16 mSwimJetPeriod1; // @ 0,3000,"亀・初期ダッシュ期間",180
u16 mSwimJetPeriod2; // @ 1,5000,"亀・減速終了期間",600
f32 mSwimJetPeriod1Ratio; // @ 1.000000,5000.000000,"亀・ダッシュ倍率",2.000000
f32 mSwimJetPeriod3Ratio; // @ 1.000000,5000.000000,"亀・最減速倍率",0.500000
// @end
// @start "Z沈降"
f32 mZsinkAngleX; // @ 0.000000,3.140000,"潜り角度",3.100000
u16 mZsinkMoveTimer; // @ 0,120,"浮力影響を受けないタイマ",15
u16 mZsinkSinkTimer; // @ 0,120,"固定沈降タイマ",50
u16 mZsinkStartTimer; // @ 0,120,"沈降開始フレーム",35
f32 mZsinkFrontSpeed; // @ 0.000000,100.000000,"前方速度",3.000000
// @end
// @start "特殊エントリー"
// @label "0:hipdrop/飛び込み, 1:/亀jet 2:/spin"
u16 mSwimSpecStartTimerA[3]; // @ 0,120,"定速タイマ",30,25,20
u16 mSwimSpecStartTimerB[3]; // @ 0,120,"沈降タイマ",40,30,25
// @end
// @start "[水泳]スピン"
u16 mSwimSpinReadyTime; // @ 0,300,"スピン準備時間",5
u16 mSwimSpinTime; // @ 0,300,"スピン時間[水中]-アニメ再生時間-",33
u16 mSwimDashTime; // @ 0,300,"スピンダッシュ時間[水中]-攻撃性能時間",30
u16 mSwimSpinFrontTime; // @ 0,300,"スピンダッシュ加速[水中]",24
u16 mSwimSpinYspeedTime; // @ 0,300,"縦回転制限時間[水中]",50
u16 mSwimSpinDownStep; // @ 0,300,"スピン減速開始残時間",30
f32 mSwimSpinSpeed; // @ 0.000000,3.140000,"スピン開始速度",0.000000
f32 mSwimSpinAcc1; // @ 0.000000,2.000000,"スピン減速率(開始後)",0.950000
f32 mSwimSpinAcc2; // @ 0.000000,2.000000,"スピン減速率(終了前)",0.960000
// u16 mSwimSpinOfsTime; // @ 0,120,"スピンため時間",30
u16 mSwimSpinMissOfsTime; // @ 0,120,"ミス時ため時間",30
f32 mSwimSpinAccRatio; // @ 0.100000,10.000000,"(水中)スピン加速テーブル倍率",0.700000
f32 mSwimSpinSurfaceAccRatio; // @ 0.100000,10.000000,"(水面)スピン加速テーブル倍率",0.700000
f32 mSwimSpinAccRatioR; // @ 0.100000,10.000000,"(水中)スピン減速テーブル倍率",0.100000
f32 mSwimSpinSurfaceAccRatioR; // @ 0.100000,10.000000,"(水面)スピン加速テーブル倍率",0.100000
// @end
// @start "[水泳]リングダッシュ"
u16 mSwimRingDashChargeTime; // @ 0,120,"リングダッシュ定速時間",15
u16 mSwimRingDashTime; // @ 0,1200,"リングダッシュタイマ",300
u16 mSwimRingDashFinishTime; // @ 0,1200,"減速開始時間",120
f32 mSwimRingDashSpeedRatio; // @ 1.000000,10.000000,"速度倍率",2.500000
// @end
// @start "[水泳]モーション"
f32 mSwimSurfaceSpeed; // @ 0.000000,5.000000,"水面泳ぎ速度",1.800000
f32 mSwimWaterSpeed; // @ 0.000000,5.000000,"水中泳ぎ速度",1.600000
f32 mSwimDriftSpeed; // @ 0.000000,5.000000,"水中弛緩速度",1.000000
u16 mSwimConnectIn; // @ 0,120,"手掻きコンボ受付フレーム",35
u16 mSwimConnectOut; // @ 0,120,"手掻きコンボ終了フレーム",60
f32 mSwimTiltZup; // @ 1.000000,100.000000,"静止中上向き見た目補正",5.000000
f32 mSwimTiltZdown; // @ 1.000000,100.000000,"静止中下向き見た目補正",10.000000
f32 mSwimTiltReal; // @ 0.100000,100.000000,"静止中下向き実方向補正",1.500000
f32 mSwimTiltSpd; // @ 0.100000,1.000000,"静止中向き変更速度",0.950000
// @end
// @start "[水泳]浮力"
f32 mSwimUpSurfaceDist; // @ 0.000000,1000.000000,"水面近くで、浮力が強くなる範囲",100.000000
f32 mSwimUpStrongDist; // @ 0.000000,1000.000000,"水面近くで、浮力が段階的に強くなる範囲",500.000000
f32 mSwimUpStrongRatio; // @ 0.000000,30.000000,"水面近くで、浮力が強くなる倍率",1.500000
f32 mSwimUpWeakDist; // @ 1.000000,3000.000000,"水底近くで、浮力が段階的に弱くなる範囲",600.000000
f32 mSwimUpBottomDist; // @ 1.000000,1000.000000,"水底近くで、浮力が弱くなる範囲",300.000000
f32 mSwimUpWeakRatio; // @ 0.000000,1.000000,"水底近くで、浮力が弱くなる倍率",0.100000
f32 mSwimReverseSinkRatio; // @ 0.000000,30.000000,"逆転沈降レシオ",8.000000
// @end
// @end
// @start "スライダー"
f32 mSliderBrakeIne; // @ 0.000000,1.000000,"ブレーキ慣性",0.900000
f32 mSliderWeightIne; // @ 0.000000,1.000000,"荷重慣性",0.900000
f32 mSliderSlopePow; // @ 0.000000,5.000000,"坂の影響度",0.500000
f32 mSliderWeightPow; // @ 0.000000,5.000000,"ターン影響度",0.900000
f32 mSliderMaxSpeed; // @ 0.000000,100.000000,"最高速度",32.000000
f32 mSliderBrakePow; // @ 0.000000,10.000000,"摩擦力",0.100000
f32 mSliderFrontTurnRatio; // @ 0.000000,1.000000,"前方向き直り速度",0.080000
f32 mSliderHeadRotateRatio; // @ 0.000000,1.000000,"頭方向回転速度",0.080000
f32 mSliderTiltRatio; // @ 0.000000,1.000000,"傾き変化速度",0.300000
// @end
// @start "ミツバチ"
f32 mBeeFlyRandomFactor; // @ 0.000000,10.000000,"飛行乱高下割合",0.000000
f32 mBeeFlyConstantFactor; // @ 0.000000,30.000000,"飛行定常割合",5.000000
f32 mBeeAirWalkAcc; // @ 0.000000,100.000000,"空中横移動加速度",0.100000
f32 mBeeAirWalkLimit; // @ 0.000000,100.000000,"空中横移動限界速度",8.000000
f32 mBeeAirWalkTurnSpd; // @ 0.000000,1.000000,"姿勢Y回転速度",0.050000
f32 mBeeSpeedRotateRatio; // @ 0.000000,1.000000,"速度の姿勢追従率",0.020000
f32 mBeeFreeDropAcc; // @ 0.000000,5.000000,"Aボタンフリー時の下方向加速度",0.100000
f32 mBeeFreeDropMaxSpd; // @ 0.000000,10.000000,"Aボタンフリー時の落下加算速度MAX",5.000000
f32 mBeePushRiseGravityEraser; // @ 0.000000,1.000000,"Aボタン押し時の落下低下低減率",0.900000
f32 mBeeStickJumpPower; // @ 0.000000,100.000000,"壁ジャンプ速度",20.000000
f32 mBeeStickJumpBonus; // @ -100.000000,100.000000,"壁ジャンプ高さ+",0.000000
f32 mBeeStickAngleLimit; // @ 0.000000,1.000000,"くっつける角度範囲",0.300000
f32 mBeeUpSpeedMax; // @ 0.000000,100.000000,"最大上昇速度",5.000000
f32 mBeeUpAccelRatio; // @ 0.000000,10.000000,"上昇時の加速度補正",1.000000
f32 mBeeAccelRatio; // @ 0.000000,1.000000,"A押し時の加速度補正",0.020000
f32 mBeeUpDownKiller; // @ 0.000000,1.000000,"A押し時、落下速度キャンセル率",0.300000
u16 mBeeGravityReviveTime; // @ 0,300,"飛行終了後、通常重力に戻すまでの時間",120
u16 mBeeGravityPowerTime; // @ 0,120,"最大出力に至るまでの時間",60
u16 mBeeAirWalkInhibitTime; // @ 0,120,"ジャンプ後羽ばたけない時間",30
u16 mBeeGravityPowerTimeV; // @ 0,120,"最大出力に至るまでの時間(垂直とび)",120
u16 mBeeAirWalkInhibitTimeV; // @ 0,120,"ジャンプ後羽ばたけない時間(垂直とび)",25
u16 mBeeGravityPowerTimeD; // @ 0,120,"最大出力に至るまでの時間(歩行落下)",60
u16 mBeeAirWalkInhibitTimeD; // @ 0,120,"ジャンプ後羽ばたけない時間(歩行落下)",35
f32 mBeeWallWalkCancelRadius; // @ 0.000000,2000.000000,"壁歩きモードを解除する、壁からの距離",1000.000000
f32 mBeeWallWalkCancelRadiusShort; // @ 0.000000,2000.000000,"上記の、短縮キューブ内における距離",300.000000
// @start "姿勢制御"
f32 mBeePoseDelayAngleAir; // @ 0.000000,3.140000,"空中での遅れ限界角度",0.500000
f32 mBeePoseDelayAngleGround; // @ 0.000000,3.140000,"空中での遅れ限界角度",0.130000
f32 mBeePoseDelayAccel; // @ 0.000000,10.000000,"遅れ加速度",1.000000
f32 mBeePoseLimitAngleAir; // @ 0.000000,3.140000,"空中での傾き限界角度",0.500000
f32 mBeePoseLimitAngleGround; // @ 0.000000,3.140000,"地上での傾き限界角度",0.150000
f32 mBeePoseHeadToFootLength; // @ 1.000000,200.000000,"頭から足下までの長さ",120.000000
f32 mBeePoseDelaySpeedLimit; // @ 0.000000,50.000000,"遅延速度リミッター",20.000000
f32 mBeePoseFrictionStop; // @ 0.000000,1.000000,"静止時摩擦係数",0.980000
f32 mBeePoseTransBlendingRatioStop; // @ 0.000000,1.000000,"静止時位置補間係数",0.800000
f32 mBeePoseFrictionMove; // @ 0.000000,1.000000,"動作時摩擦係数",0.950000
f32 mBeePoseTransBlendingRatioMove; // @ 0.000000,1.000000,"動作時位置補間係数",0.900000
// @end
// @end
// @start "ホッパー"
f32 mRabbitTurnRatio; // @ 0.000000,1.000000,"方向転換速度",0.080000
f32 mRabbitTurnRatio2; // @ 0.000000,1.000000,"方向転換速度(スーパージャンプ中)",0.200000
f32 mRabbitGravityRise; // @ 0.000000,10.000000,"重力UP",1.000000
f32 mRabbitGravityDrop; // @ 0.000000,10.000000,"重力DOWN",0.750000
f32 mRabbitFirstJump; // @ 0.000000,100.000000,"ホップ/投げ上げ速度",22.000000
f32 mRabbitMoveSpeed; // @ 0.000000,100.000000,"ヨコ移動速度",10.000000
f32 mRabbitMoveAcc; // @ 0.000000,100.000000,"ヨコ移動加速度",0.500000
f32 mRabbitMoveAcc2; // @ 0.000000,100.000000,"ヨコ移動加速度(SJ-上昇中)",0.050000
f32 mRabbitMoveAcc3; // @ 0.000000,100.000000,"ヨコ移動加速度(SJ-下降中)",0.250000
f32 mRabbitFirstJump2; // @ 0.000000,100.000000,"ステップ/投げ上げ速度",60.000000
f32 mRabbitGravityRise2; // @ 0.000000,10.000000,"ステップ/重力UP",1.200000
f32 mRabbitGravityDrop2; // @ 0.000000,10.000000,"ステップ/重力DOWN",1.000000
u16 mRabbitChargeTime2; // @ 0,120,"ステップ/ためフレーム",23
u16 mHopperLandingTime; // @ 0,120,"着地フレーム",10
// @end
// @start "テレサ"
f32 mTeresaHorizontalSpeedMax; // @ 0.000000,10.000000,"水平最高速度",10.000000
f32 mTeresaAlphaLevelMax; // @ 0.000000,9.000000,"αレベルMAX",8.000000
f32 mTeresaAlphaLevelInc; // @ 0.000000,1.000000,"αレベル増加速度",0.500000
f32 mTeresaAlphaLevelDec; // @ 0.000000,1.000000,"αレベル減少速度",0.200000
u16 mTeresaWallThroughTime; // @ 0,120,"α余韻時間",90
f32 mTeresaAngleUp; // @ 0.000000,1.700000,"上昇時傾きMAX",0.500000
f32 mTeresaAngleDown; // @ 0.000000,1.700000,"下降時傾きMAX",0.750000
f32 mTeresaWallReflectPower; // @ 0.000000,50.000000,"反射初速度",10.000000
f32 mTeresaWallReflectReduction; // @ 0.000000,1.000000,"反射減速率",0.950000
u16 mTeresaWallReflectTime; // @ 0,600,"反射操作不能時間",30
f32 mTeresaWaitHeight; // @ 0.000000,1000.000000,"ウエイト高度",50.000000
f32 mTeresaDropDownHeight; // @ 0.000000,1000.000000,"落下速度緩和区間",50.000000
f32 mTeresaBodyRadius; // @ 0.000000,200.000000,"テレサボディ半径",90.000000
f32 mTeresaAirWalkTurnSpd; // @ 0.000000,1.000000,"姿勢Y回転速度",0.020000
f32 mTeresaDropSpeedMax; // @ 0.000000,10.000000,"落下最高速度",0.500000
f32 mTeresaRiseSpeedMax; // @ 0.000000,10.000000,"上昇最高速度",0.500000
f32 mTeresaDropBase; // @ 0.000000,100.000000,"落下ベース速度",12.000000
f32 mTeresaUpInertia; // @ 0.000000,100.000000,"上昇ブースト終了後慣性",0.990000
u16 mTeresaAccelTime; // @ 1,120,"連打インターバル時間",10
u16 mTeresaTrgOnPushTime1; // @ 0,50,"ワンプッシュ慣性時間",5
u16 mTeresaTrgOnPushTime2; // @ 0,50,"ワンプッシュ慣性終了時間",2
f32 mTeresaOnePushAccel1; // @ 0.000000,10.000000,"ワンプッシュアクセル",0.050000
f32 mTeresaOnePushAccel2; // @ 0.000000,10.000000,"上昇中アクセル",0.010000
f32 mTeresaNoPushDownRatio; // @ 0.000000,1.000000,"上昇終了後減速",0.990000
f32 mTeresaRisingBrake; // @ 0.000000,1.000000,"上昇中ブレーキ",0.200000
f32 mTeresaWindMovingBrake1; // @ 0.000000,1.000000,"ジャンプ速度アクセルブレーキ",0.900000
f32 mTeresaWindMovingBrake2; // @ 0.000000,1.000000,"ジャンプ速度落下ブレーキ",0.800000
f32 mTeresaWindMovingBrake3; // @ 0.000000,1.000000,"ジャンプ速度定性ブレーキ",0.999000
// @end
// @start "描画"
f32 mSilhouetteZoffset; // @ -1000.000000,1000.000000,"シルエットオフセット",0.000000
u8 mRibbonColor[4]; // @ 0,255,"リボンカラー(RGBA)",255,255,0,192
u8 mDamageFogLow; // @ 0,255,"ダメージフォグLow",40
u8 mDamageFogHigh; // @ 0,255,"ダメージフォグHigh",192
f32 mStarPieceFogLevel; // @ 0.100000,0.000000,"スターピースゲット明度",0.600000
u8 mStarPieceFogTime; // @ 0,255,"スターピース明滅時間",25
// @start "サーチライト"
u8 mSearchLightAlphaLevel; // @ 0,255,"サーチライトα",85
u8 mSearchLightBlurAlpha[3]; // @ 0,255,"加算用α(小→大)",40,20,10
f32 mSearchLightBlurScale[3]; // @ 0.000000,10.000000,"加算用スケール(小→大)",2.000000,3.000000,4.000000
u8 mSearchLightColor[4]; // @ 0,255,"サーチライトスポットカラー",80,80,80,210
// @end
// @start "ラスタースクロール"
f32 mRasterV; // @ 0.000000,1200.000000,"ラスター縦幅(Pixel)",0.000000
s32 mRasterSpeed; // @ 0,1200,"振動周期(フレーム)",0
f32 mRasterRange; // @ 0.000000,255.000000,"ラスター振幅(Pixel)",0.000000
// @end
// @end
// @start "ラッシュ"
u16 mRacketHoldTime; // @ 1,20000,"ラケット有効フレーム",1200
u16 mTornadoHoldTime; // @ 1,20000,"トルネード有効フレーム",1200
u16 mMetalHoldTime; // @ 1,20000,"メタル(無敵)有効フレーム",1200
u16 mFireModeTime; // @ 1,20000,"ファイア有効フレーム",1200
u16 mIceModeTime; // @ 1,20000,"アイス有効フレーム",1200
// @end
// @start "微調整"
f32 mHeadAngleFixMargin; // @ 0.000000,3.140000,"頭ベクトルを変化させないマージン",0.010000
f32 mFrontAngleFixMargin; // @ 0.000000,3.140000,"前方ベクトルを変化させないマージン",0.010000
u16 mCameraHeadRotationTimer; // @ 1,60,"カメラに渡す頭方向の回転時間",16
f32 mHeadRotateRatio; // @ 0.000000,1.000000,"通常時の頭方向(見た目)回転速度",0.100000
f32 mVibrationAbsorbAngleF; // @ 0.000000,3.140000,"見た目の振動吸収角度(前方)",0.100000
f32 mVibrationAbsorbAngleH; // @ 0.000000,3.140000,"見た目の振動吸収角度(頭)",0.010000
f32 mVibrationAbsorbAngleS; // @ 0.000000,3.140000,"見た目の振動吸収角度(サイド)",0.200000
f32 mSlopeAnimBlendRatio; // @ 0.000000,1.000000,"坂ウエイトアニメのブレンド速度",0.150000
f32 mRotateHeadVecSpeedByGravityL; // @ 0.000000,1.000000,"重力に頭方向を追従させる速度(大変化〜180)",0.500000
f32 mRotateHeadVecSpeedByGravityM; // @ 0.000000,1.000000,"重力に頭方向を追従させる速度(通常〜90)",0.100000
f32 mRotateHeadVecSpeedByGravityS; // @ 0.000000,1.000000,"重力に頭方向を追従させる速度(微小変化)",0.010000
f32 mLookMaxAngleH; // @ 0.000000,3.140000,"首の水平可動域(±)",0.700000
f32 mLookMaxAngleVP; // @ 0.000000,3.140000,"首の垂直可動域(+)",0.500000
f32 mLookMaxAngleVM; // @ 0.000000,3.140000,"首の垂直可動域(-)",0.100000
f32 mLookShoulderMoveMax; // @ 0.000000,20.000000,"首可動に伴う肩上昇MAX",8.000000
u16 mRushInBlendTimer; // @ 0,16,"ラッシュインタイマ(標準)",4
// @end
};
</pre>
''luigiconst.h'' (likely originally ''LuigiConst.h'') is one of two C++ headers present in /Debug. These are the only two files from Super Mario Galaxy's source tree that we have. Their presence in /Debug is peculiar, as one would expect /Debug to contain only files intended to be read by the game.
=== MarioConst.h ===
<pre>
#include "StaticAssert.h"
struct marioConstTable
{
// @start "ジャンプ"
// @label "ジャンプ関係"
// @label "1st[0],2nd[1],3rd[2],miss[3],turn[4],squat[5],back[6],wall[7],tornado/force[8]"
f32 mJumpHeight[9]; // @ 0.000000,100.000000,"跳躍高さ",22.000000,26.000000,36.000000,24.000000,32.000000,15.000000,32.000000,22.000000,1.000000
// @label "1st[0],2nd[1],3rd[2],miss[3],turn[4],squat[5],back[6],wall[7],tornado[8],force[9],slipup[10],heli[11]"
f32 mGravityJumping[12]; // @ 0.000000,100.000000,"跳躍重力",1.800000,1.800000,1.800000,1.800000,1.800000,0.950000,1.800000,2.200000,0.400000,0.900000,1.800000,0.500000
f32 mGravityAirWalk; // @ 0.000000,100.000000,"ふんばり重力",0.100000
f32 mGravityRatioA; // @ 0.000000,100.000000,"上昇中Aボタン重力緩和",0.500000
f32 mJumpFrontSpeed; // @ 0.000000,100.000000,"跳躍時前方速度補正",12.500000
f32 mJumpTornadoSpeed; // @ 0.000000,100.000000,"トルネード時前方速度補正",5.000000
f32 mDropFrontSpeed; // @ 0.000000,100.000000,"落下時前方速度補正",30.000000
s16 mJumpConnectTime; // @ 0,120,"コンボ継続猶予",7
f32 mJumpConnectSpeed; // @ 0.000000,1.000000,"コンボ継続速度",0.600000
f32 mSquatJumpFrontSpeed; // @ 0.000000,100.000000,"幅跳び前方速度",16.500000
f32 mSquatJumpBackSpeed; // @ 0.000000,100.000000,"バック宙後方速度",5.000000
f32 mTurnJumpFrontSpeed; // @ 0.000000,100.000000,"ターンジャンプ時後方速度",5.000000
// @label "通常[0], 特殊[1],特殊[2],ヘリ[3],ハチ[4]"
f32 mMaxDropSpeed[5]; // @ 0.000000,100.000000,"空中落下最高速度",35.000000,20.000000,5.000000,6.000000,15.000000
s16 mGrReductionDropTimer; // @ 0,120,"落下後何フレーム目からAホールドによる重力減衰するか",30
s16 mDropWaitTime; // @ 0,60,"即落下防止タイマ",5
f32 mJumpFrontReduction; // @ 0.000000,1.000000,"ジャンプ前方自然減速率",0.980000
s16 mJumpFrontReductionBeginTime; // @ 0,300,"ジャンプ前方自然減速開始タイム",15
f32 mSquatJumpFrontReduction; // @ 0.000000,1.000000,"幅跳び専用前方自然減速率",0.990000
s16 mSquatJumpFrontReductionBTime; // @ 0,300,"幅跳び専用前方自然減速開始タイム",30
f32 mMudFloorJumpWeakRatio; // @ 0.000000,1.000000,"泥(ブレーキ)床からのジャンプ高さ低減",0.500000
// @start "ヒップドロップ"
f32 mGravityHipDrop; // @ 0.000000,100.000000,"尻ドロップ重力",12.000000
f32 mLimitSpeedHipDrop; // @ 0.100000,500.000000,"尻ドロップ最大速度",150.000000
f32 mHipDropLimitHeight; // @ 0.000000,500.000000,"尻ドロップ制限高度",100.000000
u16 mHipDropZeroGrTime; // @ 0,120,"尻ドロップ後静止時間",2
s16 mHipDropLimitTimerAfterTornado; // @ 0,120,"トルネード発動直後の尻ドロップ抑制時間",15
// @end
// @start "スリップアップ"
s16 mSlipUpSpdCtrlTimer; // @ 0,120,"速度調整時間",8
f32 mSlipUpSpdRatio; // @ 0.000000,1.000000,"速度低下比率",0.900000
f32 mSlipUpHeight; // @ 0.000000,100.000000,"スリップアップ高さ",16.000000
f32 mSlipUpFront; // @ 0.000000,100.000000,"スリップアップ前方速度",8.000000
f32 mSlipUpFrontWeak; // @ 0.000000,100.000000,"弱スリップアップ前方速度",3.000000
f32 mSlipUpHeightHang; // @ 0.000000,100.000000,"つかまりスリップアップ高さ",12.000000
f32 mSlipUpFrontHang; // @ 0.000000,100.000000,"つかまりスリップアップ前方速度",5.000000
f32 mSlipUpContinueHeight; // @ 0.000000,500.000000,"連続スリップアップで上れる高さ",150.000000
// @end
// @start "空中歩行"
u16 mAirWalkTime; // @ 0,1200,"空中歩行可能時間(Fr.)",180
f32 mAirWalkTimerFact1; // @ 0.000000,60.000000,"空中歩行調整1(加速)",3.000000
s16 mAirWalkTimerFact2; // @ 0,1000,"空中歩行調整2(時間影響)",300
f32 mAirWalkTimerFact3; // @ 0.000000,1.000000,"空中歩行落下時調整",0.150000
f32 mMaxJumpSpeed; // @ 0.000000,300.000000,"空中XZ最高速度",32.000000
f32 mAirWalkBackBonus; // @ 0.500000,8.000000,"後方強化",1.300000
f32 mAirWalkSpeedKiller; // @ 0.000000,1.000000,"後方歩行時減速度",0.100000
f32 mMaxBackJumpSpeed; // @ 0.000000,100.000000,"空中後方XZ最高速度",10.000000
f32 mAirWalkBonus; // @ 0.000000,10.000000,"ふんばり空中歩行調整1(加速)",3.000000
// @label "★以下二つは、真上・前方ジャンプ後の後方引き戻しに影響します"
s16 mBackJumpLimitFrame; // @ 0,300,"ジャンプ後のバックリミットタイム",60
f32 mBackJumpRatio; // @ 0.000000,10.000000,"ジャンプ後のバック力比率",3.000000
s16 mWaitNeutralTimer; // @ 0,300,"ニュートラル待ちタイマ",15
// @end
// @start "着地"
f32 mHardLandingHeight; // @ 0.000000,5000.000000,"シビレ着地高度",2500.000000
u16 mHardLandStunTimer; // @ 0,180,"シビレ時間",60
// @end
// @start "コードジャンプ"
// @label "弱、中、強、 Normal"
f32 mCodeJumpPower[4]; // @ 0.000000,100.000000,"ポリゴンコードジャンプ強さ",30.000000,60.000000,100.000000,30.000000
// @end
// @start "踏みつけ反動"
f32 mTrampleNormal; // @ 0.000000,100.000000,"敵踏みつけ反動(無入力)",19.000000
f32 mTrampleLong; // @ 0.000000,100.000000,"Aボタン入力時の加算量",4.000000
f32 mTrampleNormalTaco; // @ 0.000000,100.000000,"(タコ)敵踏みつけ反動",28.000000
f32 mTrampleBegoma; // @ 0.000000,100.000000,"ベーゴマ踏みつけ反動",40.000000
f32 mTrampleBegomaRotRise; // @ 0.000000,3.000000,"ヘリジャンプ回転(上昇中)",0.600000
f32 mTrampleBegomaRotFall; // @ 0.000000,3.000000,"ヘリジャンプ回転(下降中)",0.250000
u16 mTrampleBegomaOpenTime; // @ 0,300,"ヘリジャンプ減速開始時間",12
// @end
// @start "上方アタック反動"
f32 mDropUnderPowerMin; // @ 0.000000,100.000000,"跳ね返り力最小",10.000000
f32 mDropUnderPowerMax; // @ 0.000000,100.000000,"跳ね返り力最大",20.000000
// @end
// @start "メッセージジャンプ"
f32 mMsgJumpGroundPowerXZ; // @ 0.000000,100.000000,"接地時横方向ジャンプ速度",10.000000
f32 mMsgJumpGroundPowerY; // @ 0.000000,100.000000,"接地時タテ方向ジャンプ速度",20.000000
f32 mMsgJumpAirPower; // @ 0.000000,100.000000,"空中時ジャンプ速度",15.000000
f32 mBilliardJumpExtra; // @ 0.000000,10.000000,"ビリヤードジャンプの加算速度",5.000000
// @end
// @start "先行ジャンプ入力"
s16 mFutureJumpReqLimitTime; // @ 0,30,"先行ジャンプ入力可能な猶予フレーム",4
// @end
// @start "ワープポッドジャンプ"
f32 mWarpPodJumpX; // @ 0.000000,100.000000,"ワープポッドからの脱出X速度",20.000000
f32 mWarpPodJumpY; // @ 0.000000,100.000000,"ワープポッドからの脱出Y速度",30.000000
// @end
// @end
// @start "ダメージ"
// @start "中ダメージ"
f32 mJumpHeightDamage; // @ 0.000000,100.000000,"飛び上がり高さ",15.000000
f32 mJumpDistDamage; // @ 0.000000,100.000000,"飛ばされ速度",9.000000
f32 mGravityDamage; // @ 0.000000,100.000000,"重力",1.000000
// @end
// @start "大ダメージ"
f32 mJumpHeightLargeDamage; // @ 0.000000,100.000000,"飛び上がり高さ(加算)",25.000000
f32 mJumpDistLargeDamage; // @ 0.000000,100.000000,"飛ばされ速度",20.000000
// @end
// @start "小ダメージ"
f32 mSlideDistFaint; // @ 0.000000,100.000000,"よろけ速度",15.000000
s16 mFaintTimer1; // @ 1,120,"拘束時間",15
s16 mFaintTimer2; // @ 1,120,"キャンセル時間",15
f32 mFaintFriction1; // @ 0.000000,1.000000,"拘束中摩擦",0.900000
f32 mFaintFriction2; // @ 0.000000,1.000000,"キャンセル中摩擦",0.900000
// @end
// @start "はねとばされ"
f32 mSlideDistFlip; // @ 0.000000,100.000000,"よろけ速度",15.000000
f32 mSlideDistFlipSpin; // @ 0.000000,100.000000,"よろけ速度(スピン時)",7.500000
s16 mFlipTimer1; // @ 1,120,"拘束時間",15
s16 mFlipTimer2; // @ 1,120,"キャンセル時間",15
f32 mFlipFriction1; // @ 0.000000,1.000000,"拘束中摩擦",0.980000
f32 mFlipFriction2; // @ 0.000000,1.000000,"キャンセル中摩擦",0.970000
f32 mFlipFriction3; // @ 0.000000,1.000000,"能動ブレーキ摩擦",0.600000
// @end
// @start "炎[ラン]ダメージ"
u16 mFireRunTimer1; // @ 1,120,"炎をくらってから走りはじめるまでの間",40
u16 mFireRunTimer2; // @ 1,120,"炎をくらってから全速で走っている時間",30
u16 mFireRunTimer3; // @ 1,120,"減速時間",15
f32 mFireRunSpeed; // @ 0.000000,100.000000,"ラン速度",16.000000
f32 mFireRunTurnRatio; // @ 0.000000,1.000000,"方向転換速度",0.100000
f32 mFireRunGravity; // @ 0.000000,10.000000,"空中ヒット時の着地重力",5.000000
f32 mFireRunFirstJump; // @ 0.000000,100.000000,"投げ上げ速度",50.000000
// @end
// @start "炎[舞踏]ダメージ"
f32 mFireDanceTurnRatio; // @ 0.000000,1.000000,"方向転換速度",0.200000
f32 mFireDanceGravityRise; // @ 0.000000,10.000000,"重力UP",1.000000
f32 mFireDanceGravityDrop; // @ 0.000000,10.000000,"重力DOWN",0.750000
f32 mFireDanceFirstJump; // @ 0.000000,100.000000,"投げ上げ速度",40.000000
f32 mFireDanceSecondJump; // @ 0.000000,100.000000,"投げ上げ速度",20.000000
f32 mFireDanceMoveSpeed; // @ 0.000000,100.000000,"ヨコ移動速度",10.000000
f32 mFireDanceMoveAcc; // @ 0.000000,100.000000,"ヨコ移動加速度",0.500000
// @end
// @start "ブラックホール"
f32 mBlackHoleRadiusRatio; // @ 0.000000,1.000000,"半径引き寄せ率",0.992000
f32 mBlackHoleScaleSpeed; // @ 0.000000,0.100000,"スケール縮小率/fr",0.002000
f32 mBlackHoleScaleLimit; // @ 0.000000,1.000000,"スケール最小値",0.700000
f32 mBlackHoleRotateSpeed; // @ 0.000000,0.100000,"回転加速アングル/fr",0.001800
f32 mBlackHoleRotateLimit; // @ 0.000000,3.140000,"回転最大アングル/fr",0.700000
f32 mBlackHoleFirstRadius; // @ 0.000000,2.000000,"初期半径率",1.000000
u16 mBlackHoleHideTime; // @ 0,300,"マリオが姿を消すフレーム",165
// @end
// @start "水上・水中ダメージ"
u16 mWaterInnerFaintTime; // @ 1,200,"水上/水中 小ダメージ 飛ばされ時間",60
f32 mSwimFaintSpeed; // @ 0.000000,100.000000,"水上/水中 小ダメージ 速度",10.000000
u16 mWaterInnerDamageTime; // @ 1,200,"水中 中ダメージ 飛ばされ時間",60
f32 mSwimDamageSpeed; // @ 0.000000,100.000000,"水中 中ダメージ 速度",10.000000
f32 mSwimSurfaceDamageSpeed; // @ 0.000000,100.000000,"水上 中ダメージ 速度",5.000000
f32 mWaterSurfaceDamageJump; // @ 0.000000,50.000000,"水上 中ダメージ 飛び上がり量",26.000000
// @label "魚骨ボス専用"
u16 mSwimDamageTimerEx1; // @ 0,100,"ボス1ダメージ 時間",90
f32 mSwimDamageSpeedEx1; // @ 0.000000,100.000000,"ボス1ダメージ 速度",35.000000
// @end
// @start "ファウンテン"
f32 mJumpHeightFlow; // @ 0.000000,100.000000,"飛び上がり高さ",18.000000
f32 mJumpDistFlow; // @ 0.000000,100.000000,"飛ばされ速度",2.000000
f32 mGravityFlow; // @ 0.000000,100.000000,"重力",0.300000
// @end
// @end
// @start "走歩行"
// @label "移動関係"
f32 mFlatAngle; // @ 10.000000,90.000000,"水平歩行可能な(上限)角度",45.000000
f32 mSlipAngle; // @ 1.000000,90.000000,"滑り可能な(上限)角度",60.000000
f32 mForceWallAngle; // @ 1.000000,90.000000,"壁プッシュ/絶対立てない角度",85.000000
f32 mDebugMoveSpeed; // @ 0.000000,500.000000,"デバッグ移動速度",120.000000
f32 mWalkSpeed; // @ 0.000000,100.000000,"歩行速度",13.000000
// f32 mInertiaStandard; // @ 0.000000,1.000000,"歩行慣性",0.800000
f32 mInertiaStandardStop; // @ 0.000000,1.000000,"歩行慣性(停止)",0.940000
f32 mInertiaStandardMax; // @ 0.000000,1.000000,"歩行慣性(高速)",0.900000
f32 mInertiaBdash; // @ 0.000000,1.000000,"Bダッシュ慣性",0.980000
f32 mInertiaBdashAfter; // @ 0.000000,1.000000,"Bダッシュ余韻慣性",0.992000
f32 mInertiaStop; // @ 0.000000,1.000000,"停止慣性",0.850000
f32 mInertiaSquat; // @ 0.000000,1.000000,"しゃがみ慣性",0.950000
f32 mInertiaTurnSlip; // @ 0.000000,1.000000,"ターン滑り慣性",0.910000
f32 mInertiaTurning; // @ 0.000000,1.000000,"ターン中慣性",0.850000
f32 mInertiaJumpFinish; // @ 0.000000,1.000000,"ジャンプ終了慣性",0.800000
f32 mInertiaReflectSlip; // @ 0.000000,1.000000,"反射時の慣性",1.000000
f32 mInertiaStartSpin; // @ 0.000000,1.000000,"停止急発進慣性",0.950000
f32 mInertiaOverSpeed; // @ 0.000000,1.000000,"最高速度越え時の減速慣性",0.800000
f32 mTurnAngleSpeed; // @ 0.000000,3.141600,"ターン角速度",0.900000
f32 mTurnAngleSpeed2; // @ 0.000000,3.141600,"ターン角速度(ラン中)",0.150000
f32 mTurnAngleSpeed3; // @ 0.000000,3.141600,"ターン角速度(滑り中)",0.100000
f32 mTurnAngleSpeedSlowWalk; // @ 0.000000,3.141600,"ターン角速度(低速歩行中)",0.040000
f32 mGravityStandard; // @ 0.000000,100.000000,"標準重力係数",30.000000
f32 mGravityGrounding; // @ 0.000000,100.000000,"接地重力係数",20.000000
f32 mDashMultiply; // @ 0.000000,4.000000,"メタルダッシュ倍率",2.000000
f32 mCameraAngleLimit; // @ 0.000000,1.000000,"球状地形移動制限",0.050000
u16 mStartSpinTime; // @ 0,120,"開始ダッシュスリップ時間",30
u16 mDashAfterTime; // @ 0,120,"Bダッシュ余韻時間",40
u16 mAutoBdashTime; // @ 0,10000,"振りBダッシュ継続時間",10000
u16 mSlowStartTime; // @ 0,120,"停止状態からの速度制限時間",10
f32 mStartSpinAnimeRatio; // @ 0.000000,3.000000,"空転アニメーション倍率",1.250000
f32 mSlopeAnimeRatio; // @ 0.000000,2.000000,"坂のぼりアニメ倍率(通常)",0.500000
f32 mSlopeSpinAnimeRatio; // @ 0.000000,3.000000,"坂がんばりアニメ倍率",0.750000
f32 mItemDashRatio; // @ 1.000000,3.000000,"アイテムダッシュ速度倍率",1.500000
u16 mItemDashTimer; // @ 1,600,"アイテムダッシュ時間",180
// @start "氷上"
f32 mInertiaIceStandardStop; // @ 0.000000,1.000000,"低速時慣性",0.985000
f32 mInertiaIceStandardMax; // @ 0.000000,1.000000,"高速時慣性",0.995000
f32 mInertiaIceStartSpin; // @ 0.000000,1.000000,"滑り出し慣性",0.980000
f32 mInertiaIceStop; // @ 0.000000,1.000000,"減速時慣性",0.992000
f32 mInertiaIceTurn; // @ 0.000000,1.000000,"氷上ターン速度",0.200000
// @end
// @start "滑り床上"
f32 mInertiaSlipStandardStop; // @ 0.000000,1.000000,"低速時慣性",0.980000
f32 mInertiaSlipStandardMax; // @ 0.000000,1.000000,"高速時慣性",0.990000
f32 mInertiaSlipStartSpin; // @ 0.000000,1.000000,"滑り出し慣性",0.985000
f32 mInertiaSlipStop; // @ 0.000000,1.000000,"減速時慣性",0.980000
f32 mInertiaSlipTurn; // @ 0.000000,1.000000,"ターン時慣性",0.980000
// f32 mInertiaSlipTurn; // @ 0.0,1.0,"氷上ターン速度",0.2
// @end
// @start "ターンとスリップとブレーキ"
f32 mTurnSlipAngle; // @ 0.000000,3.141600,"ターンアングル",2.600000
u16 mTurnReadyTime; // @ 0,30,"ターン入力待ちタイム",10
f32 mTurnSlipNeutral; // @ 0.000000,1.000000,"ターンニュートラル値",0.700000
f32 mSlipSpeed; // @ 0.000000,2.000000,"ターンスリップ可能最低速度",0.250000
f32 mFastTurnSpeed; // @ 0.000000,3.141600,"高速ターン可能最高速度",0.100000
s16 mTurnSlipTime; // @ 0,120,"ターン中静止タイム(通常床)",6
s16 mTurnSlipTimeB; // @ 0,120,"ターン中静止タイム(滑り床)",60
s16 mTurnJumpInhibitTime; // @ 0,60,"ターンジャンプ阻止タイム",0
f32 mLandTurnHeight; // @ 0.000000,200.000000,"着地ターン先行入力可能高度",120.000000
f32 mInertiaBrake; // @ 0.000000,1.000000,"ブレーキ慣性",0.850000
u16 mStandingTurnTime; // @ 0,120,"静止ターン時間",10
u16 mWeakTurnTime; // @ 0,120,"ラン中弱ターン補正時間",15
u16 mBrakeFirstTimer; // @ 0,120,"ラン状態からのブレーキ発動待ち時間",15
u16 mBrakeSecondTimer; // @ 0,120,"ブレーキ発動時間",33
// @end
// @start "スロープ処理"
f32 mSlopeSpeedMax; // @ 0.000000,100.000000,"坂くだり最高速度",22.000000
f32 mSlopeAccel; // @ 0.000000,0.100000,"坂滑り加速度",0.010000
f32 mSlopeSpeedMaxBraking; // @ 0.000000,100.000000,"ブレーキ中最高速度",20.000000
f32 mSlopeFinishInertia; // @ 0.000000,1.000000,"水平面での滑り継続慣性",0.950000
f32 mSlopeCancelInertia; // @ 0.000000,1.000000,"スティック入力時継続慣性",0.940000
f32 mSlopeAnimeFinishSpeed; // @ 0.000000,30.000000,"坂アニメを停止する坂速度(slopevec)",15.000000
f32 mSlopeDashAngleFactor; // @ 1.000000,90.000000,"角度に対する増速比率",20.000000
f32 mSlopeDashSpeedFactor; // @ 0.000000,5.000000,"元速度に対する乗算比率",0.100000
f32 mSlopeDashAccelFactor; // @ 0.000000,100.000000,"加算速度倍率(アニメに影響しない)",50.000000
u16 mSlopeDashAccelTime; // @ 1,300,"最高速度に達するまでの時間",75
f32 mSlopeSideMoveInertia; // @ 0.000000,1.000000,"横方向移動に対する慣性(入力時)",0.950000
f32 mSlopeSideStopInertia; // @ 0.000000,1.000000,"横方向移動に対する慣性(ニュートラル時)",0.980000
f32 mSlopeSideMoveSpeed; // @ 0.000000,50.000000,"横方向移動最高速度",10.000000
f32 mSlopeCurveAssist; // @ 0.000000,1.000000,"坂方向変化時のMAX追従率",0.050000
f32 mSlipMoveTurnAngleRad; // @ 0.000000,1.570000,"スティック移動時の姿勢回転速度/fr[rad]",0.030000
// @end
// @start "段差処理"
f32 mWalkStepHeight; // @ 0.000000,200.000000,"歩いて上れる段差",50.000000
// @end
// @start "アニメ"
// @label "走歩行アニメ"
f32 mTiltRatio; // @ 0.000000,100.000000,"上半身左右傾きレシオ",40.000000
f32 mLookDownRatio; // @ 0.000000,1.000000,"上半身前後傾きレシオ",0.400000
f32 mSpeedStep[3]; // @ 0.000000,2.000000,"歩行アニメ切り替え速度",0.050000,0.750000,0.950000
f32 mMaxAnmSpeedA; // @ 0.000000,20.000000,"Bダッシュ時最高アニメ速度",6.000000
f32 mMinAnmSpeedA; // @ 0.000000,20.000000,"ダッシュ時最低アニメ速度",2.500000
f32 mMaxAnmSpeedB; // @ 0.000000,20.000000,"ラン時最高アニメ速度",4.000000
f32 mMinAnmSpeedB; // @ 0.000000,20.000000,"ラン時最低アニメ速度",2.500000
f32 mMaxAnmSpeedC; // @ 0.000000,20.000000,"歩き時最高アニメ速度",1.330000
f32 mMinAnmSpeedC; // @ 0.000000,20.000000,"歩き時最低アニメ速度",0.670000
f32 mWeightBlendRatio; // @ 0.000000,1.000000,"歩行アニメーションブレンド変化率",0.200000
f32 mMudFloorSlipRatio; // @ 1.000000,10.000000,"泥(ブレーキ)床での空転倍率",2.000000
// @end
// @start "感度"
// @label "感度"
f32 mStickAngleMargin; // @ 0.000000,0.785000,"スティックの上下左右優先補正角度",0.100000
f32 mStickMarginX; // @ 0.000000,0.900000,"Y入力に対するX無感度範囲",0.250000
f32 mStickMarginY; // @ 0.000000,0.900000,"Y入力に対するY無感度範囲",0.200000
f32 mStickMarginYstart; // @ 0.000000,1.000000,"X無感度開始するY最小値",0.500000
f32 mStickMarginXstart; // @ 0.000000,1.000000,"Y無感度開始するX最小値",0.500000
f32 mStickHeavyMinRatio; // @ 0.000000,1.000000,"重ステ 最重レシオ",0.300000
f32 mStickHeavyMinAngle; // @ 0.000000,3.140000,"重ステ 最重レシオアングル",0.785400
f32 mStickHeavyMaxAngle; // @ 0.000000,3.140000,"重ステ 最軽レシオアングル",1.570800
// @end
// @start "しゃがみ歩き"
// @label "しゃがみ歩き"
f32 mSpeedSquatWalkLower; // @ 0.000000,1.000000,"歩き開始できる速度",0.050000
f32 mSquatWalkStep; // @ 0.000000,10.000000,"歩幅",6.000000
f32 mSquatWalkMaxSpeed; // @ 0.000000,1.000000,"最大速度",0.200000
f32 mSquatWalkMinSpeed; // @ 0.000000,1.000000,"最低速度",0.100000
// @end
// @start "風"
f32 mWindSlideLimit; // @ 0.000000,100.000000,"横滑り開始風力",1.000000
f32 mWindSlideFriction; // @ 0.000000,10.000000,"押し戻し滑り摩擦",1.200000
f32 mWindForwardFriction; // @ 0.000000,10.000000,"追い風摩擦",0.500000
f32 mWindSlideFrictionAgainst; // @ 0.000000,10.000000,"向い風摩擦",0.800000
f32 mWindJumpingFriction; // @ 0.000000,10.000000,"空中影響度",0.100000
// @end
// @end
// @start "トルネード"
// @label "トルネード"
u16 mTornadoTime; // @ 0,600,"地上トルネード時間",45
u16 mTornadoTimeAir; // @ 0,600,"空中トルネード時間",150
u16 mAirWalkTimeTornado; // @ 0,1200,"トルネード中のホバリング可能時間",150
u16 mTornadoRestartTime; // @ 0,300,"強制停止後の、再起動までのインターバル",60
f32 mSpinDifferMargin; // @ 0.000000,3.100000,"1フレームに許される最大変化",1.500000
f32 mSpinGoalAngle; // @ 0.000000,15.000000,"どれだけまわしたら発動?",4.500000
s16 mSpinInputLimitTime; // @ 1,120,"入力受付フレーム",25
s16 mSpinTime; // @ 1,1000,"トルネード発動フレーム",120
f32 mSpinSpeed; // @ 0.000000,3.140000,"回転標準速度",1.800000
f32 mSpinWalkRatio; // @ 1.000000,3.000000,"歩行速度による回転速度オフセット掛率",1.100000
f32 mSpinJumpRatio; // @ 1.000000,3.000000,"ジャンプによる回転速度掛率",1.300000
f32 mSpinWallReboundSpeed; // @ 1.000000,100.000000,"スピンJ中壁ヒット反射速度",2.000000
u16 mSpinFinishTime; // @ 0,120,"速度を落とし始める残り時間",49
f32 mSpinFinishRate; // @ 0.000000,2.000000,"終了前、速度の落ち具合",0.200000
f32 mTornadoMultiply; // @ 0.000000,4.000000,"トルネード中移動最高速度倍率",0.500000
f32 mTurnAngleSpeedTornado; // @ 0.000000,3.141600,"トルネード中ターン角速度",0.100000
f32 mInertiaTornadoAccel; // @ 0.000000,1.000000,"加速トルネード慣性",0.900000
f32 mInertiaTornadoBrake; // @ 0.000000,1.000000,"減速トルネード慣性",0.960000
u16 mTornadoChargeTime; // @ 2,300,"チャージに要する時間",60
u16 mTornadoChargeUpTime; // @ 1,1200,"チャージ有効時間",300
u16 mTornadoZeroGravityTimer; // @ 0,120,"トルネード0G時間",0
f32 mTornadoBoostPower; // @ 0.000000,100.000000,"ブースター初速",0.000100
f32 mTornadoBoostAttn; // @ 0.000000,2.000000,"ブースター加減速",1.532000
u16 mTornadoBoostTimer; // @ 0,120,"ブースター時間",28
f32 mTornadoBoostAttnMini; // @ 0.000000,2.000000,"miniブースター加減速",1.600000
u16 mTornadoBoostTimerMini; // @ 0,120,"miniブースター時間",25
// @label "トルネード傾き処理"
f32 mTornadoTiltCancel; // @ 0.000000,1.000000,"ニュートラルに戻る速度",0.960000
f32 mTornadoTiltAngle; // @ 0.000000,1.000000,"傾き具合",0.330000
f32 mTornadoTiltSpeed; // @ 0.000000,1.000000,"傾く速度",0.018000
f32 mTornadoTiltOffSpeed; // @ 0.000000,1.000000,"非トルネード時に戻す速度",0.100000
f32 mTornadoTiltNear; // @ 0.000000,1.000000,"方向転換時の戻り具合",0.400000
// @label "トルネード反射処理"
u16 mTornadoReflectTimer; // @ 0,120,"壁反射時の0慣性タイマー",30
f32 mTornadoReflectSpeed; // @ 0.000000,1.000000,"壁反射時の強制速度",1.000000
// @label "スピン(ミニトルネード)"
u16 mAirWalkTimeSpin; // @ 0,1200,"スピン(ミニトルネード)中のホバリング可能時間",24
f32 mSpinCoinPullRadius; // @ 0.000000,1000.000000,"スピン中のコイン引き寄せ半径",600.000000
f32 mCoinPullAngleSpeedRatio; // @ 0.000000,1000.000000,"スピン中のコイン回転速度倍率",0.750000
f32 mCoinPullDistSpeedRatio; // @ 0.000000,1000.000000,"スピン中のコイン引き寄せ速度倍率",0.750000
u16 mSpinJumpCount; // @ 1,8,"スピン回数",2
u16 mSpinIntervalTime; // @ 0,500,"スピン終了後の禁止タイマ",45
f32 mSpinJumpHeight; // @ 0.000000,100.000000,"スピンジャンプ 到達高度",12.000000
f32 mSpinJumpGravity; // @ 0.000000,10.000000,"スピンジャンプ 重力 ",0.250000
// @end
// @start "かべ"
f32 mWallStickGrHeight; // @ 0.000000,1000.000000,"くっつける最低下方高さ",100.000000
f32 mWallStickFrHeight; // @ 0.000000,1000.000000,"くっつける最低上方高さ",50.000000
f32 mWallStickStepHeight; // @ 0.000000,1000.000000,"くっつける最低段差高低差",325.000000
f32 mWallDropSpeedStop; // @ 0.000000,100.000000,"つかまり中の落下速度",4.000000
f32 mWallDropSpeedNormal; // @ 0.000000,100.000000,"すべり中の落下速度",14.000000
f32 mWallJumpPowerXZ; // @ 0.000000,100.000000,"壁ジャンプXZ",13.000000
f32 mWallJumpPowerY; // @ 0.000000,100.000000,"壁ジャンプY速度",30.000000
f32 mWallBackJumpPowerXZ; // @ 0.000000,100.000000,"後壁ジャンプXZ",6.000000
f32 mWallBackJumpPowerY; // @ 0.000000,100.000000,"後壁ジャンプY速度",10.000000
s16 mWallStickTime; // @ 1,120,"壁にくっついて静止できる時間",15
s16 mWallStickTimeIce; // @ 1,180,"壁にくっついて静止できる時間(アイス壁)",60
s16 mWallReleaseTime; // @ 1,300,"無入力で滑っている時間",180
f32 mWallSideMoveRatio; // @ 0.000000,1.000000,"壁ヨコ移動の減衰率(1/n:n[fr]で0になる)",0.003000
f32 mJumpHeightBlown; // @ 0.000000,100.000000,"壁ヒット飛上り高さ",10.000000
f32 mGravityBlown; // @ 0.000000,100.000000,"壁ヒット落下重力",1.000000
f32 mWallHangGrHeight; // @ 0.000000,1000.000000,"角につかまれる最低下方高さ",225.000000
f32 mWallHangMyHeight; // @ 0.000000,1000.000000,"角までの最大距離",150.000000
s16 mHangBlendTime; // @ 0,120,"角つかまり時ブレンドタイム",10
f32 mWallPushAngleRange; // @ 0.000000,45.000000,"壁プッシュ(開始)許容アングル",20.000000
f32 mWallFrontAngleRange; // @ 0.000000,1.000000,"前方壁とみなすハーフアングル",0.500000
f32 mWallBackAngleRange; // @ 0.000000,1.000000,"後方壁とみなすハーフアングル",0.707000
f32 mWallStickCancelAngle; // @ -1.000000,1.000000,"前回くっついた壁との必要な角度差",0.100000
f32 mWallBackHangStickPower; // @ 0.000000,1.000000,"背面つかまり時のスティック最大許容入力",0.800000
f32 mWallBackHangWalkSpeed; // @ 0.000000,1.000000,"背面つかまり時の最大許容歩行速度",0.500000
f32 mWallTriJumpMargin; // @ 0.000000,1.000000,"三角飛びよりも壁法線を優先する角度差(cos)",0.996000
f32 mWallSpinFlipGround; // @ 0.000000,20.000000,"地上スピン衝突時弾き横速度",5.000000
f32 mWallSpinHopGround; // @ 0.000000,20.000000,"地上スピン衝突時弾き縦速度",12.000000
f32 mWallSpinFlipAirRatio; // @ 0.000000,2.000000,"空中スピン衝突時補正(乗算)",0.750000
// @end
// @start "クラップ"
u16 mClapCoinTime; // @ 1,30,"コイン1個あたりのウエイトタイム",6
f32 mClapCoinPullRate; // @ 0.000000,1.000000,"引き寄せ率",0.330000
f32 mClapJumpBonusRising; // @ 0.000000,100.000000,"上昇中ボーナスホップ",10.000000
f32 mClapJumpBonusFalling; // @ 0.000000,100.000000,"落下中ボーナスホップ",15.000000
f32 mHopLimit; // @ 0.000000,1000.000000,"ホップ加算リミット速度",10.000000
// @end
// @start "水泳"
f32 mSwimFrontAcc; // @ 0.000000,10.000000,"連打加速",4.000000
f32 mSwimFrontMaxSpeed; // @ 0.000000,100.000000,"連打最高速",11.500000
f32 mSwimFrontSpinSpeed; // @ 0.000000,100.000000,"スピン最高速",70.000000
f32 mSwimFrontNormalSpeed; // @ 0.000000,100.000000,"押し中定速",7.500000
// f32 mSwimFrontOnWaterAcc; // @ 0.00000,10.0, "連打加速", 5.0
f32 mSwimFrontOnWaterSpeed; // @ 0.000000,10.000000,"水上泳ぎ速度",7.500000
f32 mSwimFrontJetSpeed; // @ 0.000000,100.000000,"ジェット速度(赤い奴)",18.000000
f32 mSwimFrontJetSpeedSlow; // @ 0.000000,100.000000,"ジェット速度(量産型)",14.000000
f32 mSwimAccRatio; // @ 0.010000,10.000000,"(水中)ひと掻きテーブル倍率",1.500000
f32 mSwimAccMinRatio; // @ 0.000000,1.000000,"(水中)ひと掻き最小加速度倍率",0.100000
f32 mSwimFrontIne; // @ 0.000000,1.000000,"定速加速慣性",0.985000
f32 mSwimStopIne; // @ 0.000000,1.000000,"減速慣性(水中)",0.992000
f32 mSwimStopIneSurface; // @ 0.000000,1.000000,"減速慣性(水面)",0.980000
f32 mSwimRotSpeedX; // @ 0.000000,3.000000,"ピッチ回転最高速",0.040000
f32 mSwimRotSpeedZ; // @ 0.000000,3.000000,"旋回最高速",0.012000
f32 mSwimRotSpeedZStop; // @ 0.000000,10.000000,"静止中旋回速度",2.000000
f32 mSwimRotXIne; // @ 0.000000,1.000000,"ピッチ回転慣性",0.500000
f32 mSwimRotZIne; // @ 0.000000,1.000000,"旋回慣性",0.600000
f32 mSwimRotXIneT; // @ 0.000000,1.000000,"(with亀・水中)ピッチ回転慣性",0.500000
f32 mSwimRotZIneT; // @ 0.000000,1.000000,"(with亀・水中)旋回慣性",0.600000
f32 mSwimUpAcc; // @ 0.000000,100.000000,"浮力",0.100000
f32 mSwimUpMaxSpeed; // @ 0.000000,100.000000,"浮上最高速度",1.000000
f32 mWeightBlendRatioSwim; // @ 0.000000,1.000000,"水泳アニメブレンド変化率",0.040000
f32 mWeightBlendRatioSwimB; // @ 0.000000,1.000000,"水泳アニメブレンド変化率(バタ足)",0.200000
f32 mSwimFreeXback; // @ 0.000000,1.000000,"手放し時の戻り力(下〜横)",0.100000
f32 mSwimFreeXback2; // @ 0.000000,1.000000,"手放し時の戻り力(横〜上)",0.040000
f32 mSwimSpdYratio; // @ 0.000000,1.000000,"Y速度の圧力抵抗率",1.000000
f32 mSwimRotSpeedRatioSurface; // @ 0.000000,3.000000,"水上での旋回速度倍率",1.000000
u16 mJumpSinkTimer; // @ 0,120,"ジャンプ落下による浮力無視タイマ",12
u16 mJumpDamageSinkTimer; // @ 0,120,"ダメージ落下による浮力無視タイマ",40
f32 mSwimToWalkSpd; // @ 1.000000,100.000000,"速度を走行速度に引き継ぐ",10.000000
u16 mWaterDecInterval; // @ 1,300,"(酸素切れ後に)何フレームに一個ライフを減らすか",180
u16 mWaterDecSpinAcc; // @ 0,10,"スピンによる余分な酸素消費",0
u16 mOxygenMax; // @ 1,10000,"最大酸素容量(フレーム)",3600
// @start "カメさん"
f32 mSwimXJetRotRatio; // @ 0.000000,1.000000,"カメ中のピッチ旋回レシオ",0.400000
f32 mSwimXJetRotRatioRed; // @ 0.000000,1.000000,"カメ中のピッチ旋回レシオ【赤】",0.350000
f32 mTurboReductionStream; // @ 0.000000,1.000000,"カメ中の、水流減速率",0.500000
f32 mTurboReductionHitWall; // @ 0.000000,1.000000,"カメ中の、壁ヒット減速",0.100000
f32 mTurboReductionHitFloor; // @ 0.000000,1.000000,"カメ中の、床ヒット減速",0.995000
u16 mSwimJetPeriod1; // @ 0,3000,"亀・初期ダッシュ期間",180
u16 mSwimJetPeriod2; // @ 1,5000,"亀・減速終了期間",600
f32 mSwimJetPeriod1Ratio; // @ 1.000000,5000.000000,"亀・ダッシュ倍率",2.000000
f32 mSwimJetPeriod3Ratio; // @ 1.000000,5000.000000,"亀・最減速倍率",0.500000
// @end
// @start "Z沈降"
f32 mZsinkAngleX; // @ 0.000000,3.140000,"潜り角度",3.100000
u16 mZsinkMoveTimer; // @ 0,120,"浮力影響を受けないタイマ",15
u16 mZsinkSinkTimer; // @ 0,120,"固定沈降タイマ",50
u16 mZsinkStartTimer; // @ 0,120,"沈降開始フレーム",35
f32 mZsinkFrontSpeed; // @ 0.000000,100.000000,"前方速度",3.000000
// @end
// @start "特殊エントリー"
// @label "0:hipdrop/飛び込み, 1:/亀jet 2:/spin"
u16 mSwimSpecStartTimerA[3]; // @ 0,120,"定速タイマ",30,25,20
u16 mSwimSpecStartTimerB[3]; // @ 0,120,"沈降タイマ",40,30,25
// @end
// @start "[水泳]スピン"
u16 mSwimSpinReadyTime; // @ 0,300,"スピン準備時間",5
u16 mSwimSpinTime; // @ 0,300,"スピン時間[水中]-アニメ再生時間-",33
u16 mSwimDashTime; // @ 0,300,"スピンダッシュ時間[水中]-攻撃性能時間",30
u16 mSwimSpinFrontTime; // @ 0,300,"スピンダッシュ加速[水中]",24
u16 mSwimSpinYspeedTime; // @ 0,300,"縦回転制限時間[水中]",50
u16 mSwimSpinDownStep; // @ 0,300,"スピン減速開始残時間",30
f32 mSwimSpinSpeed; // @ 0.000000,3.140000,"スピン開始速度",0.000000
f32 mSwimSpinAcc1; // @ 0.000000,2.000000,"スピン減速率(開始後)",0.950000
f32 mSwimSpinAcc2; // @ 0.000000,2.000000,"スピン減速率(終了前)",0.960000
// u16 mSwimSpinOfsTime; // @ 0,120,"スピンため時間",30
u16 mSwimSpinMissOfsTime; // @ 0,120,"ミス時ため時間",30
f32 mSwimSpinAccRatio; // @ 0.100000,10.000000,"(水中)スピン加速テーブル倍率",0.700000
f32 mSwimSpinSurfaceAccRatio; // @ 0.100000,10.000000,"(水面)スピン加速テーブル倍率",0.700000
f32 mSwimSpinAccRatioR; // @ 0.100000,10.000000,"(水中)スピン減速テーブル倍率",0.100000
f32 mSwimSpinSurfaceAccRatioR; // @ 0.100000,10.000000,"(水面)スピン加速テーブル倍率",0.100000
// @end
// @start "[水泳]リングダッシュ"
u16 mSwimRingDashChargeTime; // @ 0,120,"リングダッシュ定速時間",15
u16 mSwimRingDashTime; // @ 0,1200,"リングダッシュタイマ",300
u16 mSwimRingDashFinishTime; // @ 0,1200,"減速開始時間",120
f32 mSwimRingDashSpeedRatio; // @ 1.000000,10.000000,"速度倍率",2.500000
// @end
// @start "[水泳]モーション"
f32 mSwimSurfaceSpeed; // @ 0.000000,5.000000,"水面泳ぎ速度",1.800000
f32 mSwimWaterSpeed; // @ 0.000000,5.000000,"水中泳ぎ速度",1.600000
f32 mSwimDriftSpeed; // @ 0.000000,5.000000,"水中弛緩速度",1.000000
u16 mSwimConnectIn; // @ 0,120,"手掻きコンボ受付フレーム",35
u16 mSwimConnectOut; // @ 0,120,"手掻きコンボ終了フレーム",60
f32 mSwimTiltZup; // @ 1.000000,100.000000,"静止中上向き見た目補正",5.000000
f32 mSwimTiltZdown; // @ 1.000000,100.000000,"静止中下向き見た目補正",10.000000
f32 mSwimTiltReal; // @ 0.100000,100.000000,"静止中下向き実方向補正",1.500000
f32 mSwimTiltSpd; // @ 0.100000,1.000000,"静止中向き変更速度",0.950000
// @end
// @start "[水泳]浮力"
f32 mSwimUpSurfaceDist; // @ 0.000000,1000.000000,"水面近くで、浮力が強くなる範囲",100.000000
f32 mSwimUpStrongDist; // @ 0.000000,1000.000000,"水面近くで、浮力が段階的に強くなる範囲",500.000000
f32 mSwimUpStrongRatio; // @ 0.000000,30.000000,"水面近くで、浮力が強くなる倍率",1.500000
f32 mSwimUpWeakDist; // @ 1.000000,3000.000000,"水底近くで、浮力が段階的に弱くなる範囲",600.000000
f32 mSwimUpBottomDist; // @ 1.000000,1000.000000,"水底近くで、浮力が弱くなる範囲",300.000000
f32 mSwimUpWeakRatio; // @ 0.000000,1.000000,"水底近くで、浮力が弱くなる倍率",0.100000
f32 mSwimReverseSinkRatio; // @ 0.000000,30.000000,"逆転沈降レシオ",8.000000
// @end
// @end
// @start "スライダー"
f32 mSliderBrakeIne; // @ 0.000000,1.000000,"ブレーキ慣性",0.900000
f32 mSliderWeightIne; // @ 0.000000,1.000000,"荷重慣性",0.900000
f32 mSliderSlopePow; // @ 0.000000,5.000000,"坂の影響度",0.500000
f32 mSliderWeightPow; // @ 0.000000,5.000000,"ターン影響度",0.900000
f32 mSliderMaxSpeed; // @ 0.000000,100.000000,"最高速度",32.000000
f32 mSliderBrakePow; // @ 0.000000,10.000000,"摩擦力",0.100000
f32 mSliderFrontTurnRatio; // @ 0.000000,1.000000,"前方向き直り速度",0.080000
f32 mSliderHeadRotateRatio; // @ 0.000000,1.000000,"頭方向回転速度",0.080000
f32 mSliderTiltRatio; // @ 0.000000,1.000000,"傾き変化速度",0.300000
// @end
// @start "ミツバチ"
f32 mBeeFlyRandomFactor; // @ 0.000000,10.000000,"飛行乱高下割合",0.000000
f32 mBeeFlyConstantFactor; // @ 0.000000,30.000000,"飛行定常割合",5.000000
f32 mBeeAirWalkAcc; // @ 0.000000,100.000000,"空中横移動加速度",0.100000
f32 mBeeAirWalkLimit; // @ 0.000000,100.000000,"空中横移動限界速度",8.000000
f32 mBeeAirWalkTurnSpd; // @ 0.000000,1.000000,"姿勢Y回転速度",0.050000
f32 mBeeSpeedRotateRatio; // @ 0.000000,1.000000,"速度の姿勢追従率",0.020000
f32 mBeeFreeDropAcc; // @ 0.000000,5.000000,"Aボタンフリー時の下方向加速度",0.100000
f32 mBeeFreeDropMaxSpd; // @ 0.000000,10.000000,"Aボタンフリー時の落下加算速度MAX",5.000000
f32 mBeePushRiseGravityEraser; // @ 0.000000,1.000000,"Aボタン押し時の落下低下低減率",0.900000
f32 mBeeStickJumpPower; // @ 0.000000,100.000000,"壁ジャンプ速度",20.000000
f32 mBeeStickJumpBonus; // @ -100.000000,100.000000,"壁ジャンプ高さ+",0.000000
f32 mBeeStickAngleLimit; // @ 0.000000,1.000000,"くっつける角度範囲",0.300000
f32 mBeeUpSpeedMax; // @ 0.000000,100.000000,"最大上昇速度",5.000000
f32 mBeeUpAccelRatio; // @ 0.000000,10.000000,"上昇時の加速度補正",1.000000
f32 mBeeAccelRatio; // @ 0.000000,1.000000,"A押し時の加速度補正",0.020000
f32 mBeeUpDownKiller; // @ 0.000000,1.000000,"A押し時、落下速度キャンセル率",0.300000
u16 mBeeGravityReviveTime; // @ 0,300,"飛行終了後、通常重力に戻すまでの時間",120
u16 mBeeGravityPowerTime; // @ 0,120,"最大出力に至るまでの時間",60
u16 mBeeAirWalkInhibitTime; // @ 0,120,"ジャンプ後羽ばたけない時間",30
u16 mBeeGravityPowerTimeV; // @ 0,120,"最大出力に至るまでの時間(垂直とび)",120
u16 mBeeAirWalkInhibitTimeV; // @ 0,120,"ジャンプ後羽ばたけない時間(垂直とび)",25
u16 mBeeGravityPowerTimeD; // @ 0,120,"最大出力に至るまでの時間(歩行落下)",60
u16 mBeeAirWalkInhibitTimeD; // @ 0,120,"ジャンプ後羽ばたけない時間(歩行落下)",35
f32 mBeeWallWalkCancelRadius; // @ 0.000000,2000.000000,"壁歩きモードを解除する、壁からの距離",1000.000000
f32 mBeeWallWalkCancelRadiusShort; // @ 0.000000,2000.000000,"上記の、短縮キューブ内における距離",300.000000
// @start "姿勢制御"
f32 mBeePoseDelayAngleAir; // @ 0.000000,3.140000,"空中での遅れ限界角度",0.500000
f32 mBeePoseDelayAngleGround; // @ 0.000000,3.140000,"空中での遅れ限界角度",0.130000
f32 mBeePoseDelayAccel; // @ 0.000000,10.000000,"遅れ加速度",1.000000
f32 mBeePoseLimitAngleAir; // @ 0.000000,3.140000,"空中での傾き限界角度",0.500000
f32 mBeePoseLimitAngleGround; // @ 0.000000,3.140000,"地上での傾き限界角度",0.150000
f32 mBeePoseHeadToFootLength; // @ 1.000000,200.000000,"頭から足下までの長さ",120.000000
f32 mBeePoseDelaySpeedLimit; // @ 0.000000,50.000000,"遅延速度リミッター",20.000000
f32 mBeePoseFrictionStop; // @ 0.000000,1.000000,"静止時摩擦係数",0.980000
f32 mBeePoseTransBlendingRatioStop; // @ 0.000000,1.000000,"静止時位置補間係数",0.800000
f32 mBeePoseFrictionMove; // @ 0.000000,1.000000,"動作時摩擦係数",0.950000
f32 mBeePoseTransBlendingRatioMove; // @ 0.000000,1.000000,"動作時位置補間係数",0.900000
// @end
// @end
// @start "ホッパー"
f32 mRabbitTurnRatio; // @ 0.000000,1.000000,"方向転換速度",0.080000
f32 mRabbitTurnRatio2; // @ 0.000000,1.000000,"方向転換速度(スーパージャンプ中)",0.200000
f32 mRabbitGravityRise; // @ 0.000000,10.000000,"重力UP",1.000000
f32 mRabbitGravityDrop; // @ 0.000000,10.000000,"重力DOWN",0.750000
f32 mRabbitFirstJump; // @ 0.000000,100.000000,"ホップ/投げ上げ速度",22.000000
f32 mRabbitMoveSpeed; // @ 0.000000,100.000000,"ヨコ移動速度",10.000000
f32 mRabbitMoveAcc; // @ 0.000000,100.000000,"ヨコ移動加速度",0.500000
f32 mRabbitMoveAcc2; // @ 0.000000,100.000000,"ヨコ移動加速度(SJ-上昇中)",0.075000
f32 mRabbitMoveAcc3; // @ 0.000000,100.000000,"ヨコ移動加速度(SJ-下降中)",0.250000
f32 mRabbitFirstJump2; // @ 0.000000,100.000000,"ステップ/投げ上げ速度",60.000000
f32 mRabbitGravityRise2; // @ 0.000000,10.000000,"ステップ/重力UP",1.200000
f32 mRabbitGravityDrop2; // @ 0.000000,10.000000,"ステップ/重力DOWN",1.000000
u16 mRabbitChargeTime2; // @ 0,120,"ステップ/ためフレーム",23
u16 mHopperLandingTime; // @ 0,120,"着地フレーム",10
// @end
// @start "テレサ"
f32 mTeresaHorizontalSpeedMax; // @ 0.000000,100.000000,"水平最高速度",10.000000
f32 mTeresaAlphaLevelMax; // @ 0.000000,9.000000,"αレベルMAX",8.000000
f32 mTeresaAlphaLevelInc; // @ 0.000000,1.000000,"αレベル増加速度",0.500000
f32 mTeresaAlphaLevelDec; // @ 0.000000,1.000000,"αレベル減少速度",0.200000
u16 mTeresaWallThroughTime; // @ 0,120,"α余韻時間",90
f32 mTeresaAngleUp; // @ 0.000000,1.700000,"上昇時傾きMAX",0.500000
f32 mTeresaAngleDown; // @ 0.000000,1.700000,"下降時傾きMAX",0.700000
f32 mTeresaWallReflectPower; // @ 0.000000,50.000000,"反射初速度",0.000000
f32 mTeresaWallReflectReduction; // @ 0.000000,1.000000,"反射減速率",0.980000
u16 mTeresaWallReflectTime; // @ 0,600,"反射操作不能時間",10
f32 mTeresaWaitHeight; // @ 0.000000,1000.000000,"ウエイト高度",50.000000
f32 mTeresaDropDownHeight; // @ 0.000000,1000.000000,"落下速度緩和区間",50.000000
f32 mTeresaBodyRadius; // @ 0.000000,200.000000,"テレサボディ半径",90.000000
f32 mTeresaAirWalkTurnSpd; // @ 0.000000,1.000000,"姿勢Y回転速度",0.080000
f32 mTeresaDropSpeedMax; // @ 0.000000,10.000000,"落下最高速度",0.800000
f32 mTeresaRiseSpeedMax; // @ 0.000000,10.000000,"上昇最高速度",0.800000
f32 mTeresaDropBase; // @ 0.000000,100.000000,"落下ベース速度",8.000000
f32 mTeresaUpInertia; // @ 0.000000,100.000000,"上昇ブースト終了後慣性",0.960000
u16 mTeresaAccelTime; // @ 1,120,"連打インターバル時間",2
u16 mTeresaTrgOnPushTime1; // @ 0,50,"ワンプッシュ慣性時間", 8
u16 mTeresaTrgOnPushTime2; // @ 0,50,"ワンプッシュ慣性終了時間",2
f32 mTeresaOnePushAccel1; // @ 0.000000,10.000000,"ワンプッシュアクセル",0.020000
f32 mTeresaOnePushAccel2; // @ 0.000000,10.000000,"上昇中アクセル",0.005000
f32 mTeresaNoPushDownRatio; // @ 0.000000,1.000000,"上昇終了後減速",0.990000
f32 mTeresaRisingBrake; // @ 0.000000,1.000000,"上昇中ブレーキ",0.200000
f32 mTeresaWindMovingBrake1; // @ 0.000000,1.000000,"ジャンプ速度アクセルブレーキ",0.900000
f32 mTeresaWindMovingBrake2; // @ 0.000000,1.000000,"ジャンプ速度落下ブレーキ",0.800000
f32 mTeresaWindMovingBrake3; // @ 0.000000,1.000000,"ジャンプ速度定性ブレーキ",0.999000
// @end
// @start "描画"
f32 mSilhouetteZoffset; // @ -1000.000000,1000.000000,"シルエットオフセット",0.000000
u8 mRibbonColor[4]; // @ 0,255,"リボンカラー(RGBA)",255,255,0,192
u8 mDamageFogLow; // @ 0,255,"ダメージフォグLow",40
u8 mDamageFogHigh; // @ 0,255,"ダメージフォグHigh",192
f32 mStarPieceFogLevel; // @ 0.100000,0.000000,"スターピースゲット明度",0.600000
u8 mStarPieceFogTime; // @ 0,255,"スターピース明滅時間",25
// @start "サーチライト"
u8 mSearchLightAlphaLevel; // @ 0,255,"サーチライトα",85
u8 mSearchLightBlurAlpha[3]; // @ 0,255,"加算用α(小→大)",40,20,10
f32 mSearchLightBlurScale[3]; // @ 0.000000,10.000000,"加算用スケール(小→大)",2.000000,3.000000,4.000000
u8 mSearchLightColor[4]; // @ 0,255,"サーチライトスポットカラー",80,80,80,210
// @end
// @start "ラスタースクロール"
f32 mRasterV; // @ 0.000000,1200.000000,"ラスター縦幅(Pixel)",0.000000
s32 mRasterSpeed; // @ 0,1200,"振動周期(フレーム)",0
f32 mRasterRange; // @ 0.000000,255.000000,"ラスター振幅(Pixel)",0.000000
// @end
// @end
// @start "ラッシュ"
u16 mRacketHoldTime; // @ 1,20000,"ラケット有効フレーム",1200
u16 mTornadoHoldTime; // @ 1,20000,"トルネード有効フレーム",1200
u16 mMetalHoldTime; // @ 1,20000,"メタル(無敵)有効フレーム",1200
u16 mFireModeTime; // @ 1,20000,"ファイア有効フレーム",1200
u16 mIceModeTime; // @ 1,20000,"アイス有効フレーム",1200
// @end
// @start "微調整"
f32 mHeadAngleFixMargin; // @ 0.000000,3.140000,"頭ベクトルを変化させないマージン",0.010000
f32 mFrontAngleFixMargin; // @ 0.000000,3.140000,"前方ベクトルを変化させないマージン",0.010000
u16 mCameraHeadRotationTimer; // @ 1,60,"カメラに渡す頭方向の回転時間",16
f32 mHeadRotateRatio; // @ 0.000000,1.000000,"通常時の頭方向(見た目)回転速度",0.100000
f32 mVibrationAbsorbAngleF; // @ 0.000000,3.140000,"見た目の振動吸収角度(前方)",0.100000
f32 mVibrationAbsorbAngleH; // @ 0.000000,3.140000,"見た目の振動吸収角度(頭)",0.010000
f32 mVibrationAbsorbAngleS; // @ 0.000000,3.140000,"見た目の振動吸収角度(サイド)",0.200000
f32 mSlopeAnimBlendRatio; // @ 0.000000,1.000000,"坂ウエイトアニメのブレンド速度",0.150000
f32 mRotateHeadVecSpeedByGravityL; // @ 0.000000,1.000000,"重力に頭方向を追従させる速度(大変化〜180)",0.500000
f32 mRotateHeadVecSpeedByGravityM; // @ 0.000000,1.000000,"重力に頭方向を追従させる速度(通常〜90)",0.100000
f32 mRotateHeadVecSpeedByGravityS; // @ 0.000000,1.000000,"重力に頭方向を追従させる速度(微小変化)",0.010000
f32 mLookMaxAngleH; // @ 0.000000,3.140000,"首の水平可動域(±)",0.700000
f32 mLookMaxAngleVP; // @ 0.000000,3.140000,"首の垂直可動域(+)",0.500000
f32 mLookMaxAngleVM; // @ 0.000000,3.140000,"首の垂直可動域(-)",0.100000
f32 mLookShoulderMoveMax; // @ 0.000000,20.000000,"首可動に伴う肩上昇MAX",8.000000
u16 mRushInBlendTimer; // @ 0,16,"ラッシュインタイマ(標準)",4
// @end
};
typedef struct marioConstTable MarioConstTable;
class MarioConst : public JORReflexible
{
friend class Mario;
friend class MarioActor;
private:
MarioConstTable *mTable[2];
u32 mCurrentTable;
public:
MarioConst(); // コンストラクタ。ここで初期化もしてしまう。
MarioConstTable *getConstTable(u32 lv) const { return( mTable[lv]); }
// MarioConstTable *getTable() const { return( mTable[0]); }
MarioConstTable *getTable() const { return( mTable[mCurrentTable]); }
void changeTable(u32 tbl) { mCurrentTable = tbl; }
#if MR_IS_DEBUG
virtual void genMessage(JORMContext *mc)
{
genNode(mc);
}
void genNode(JORMContext* mc);
void saveData();
void saveReleaseData();
#endif
};
</pre>
''marioconst.h'' (likely originally ''MarioConst.h'') is the other of the two C++ headers present in /Debug. Unlike LuigiConst.h, MarioConst.h contains a class, and has a corresponding source file, MarioConst.cpp, which can be seen in the symbol maps.
=== NeoScaleMap.gst ===
=== SampleTex.bti ===
=== StageSelectMenu.tbl ===
''stageselectmenu.tbl'' (likely originally ''StageSelectMenu.tbl'') contains information for a stage select menu that exists in the Develop version.
There are numerous symbols in the Develop symbol maps relating to this:
<pre>
005e7028 000014 805ee1e8 005ea3c8 4 __ct__12JMapInfoIterFRC12JMapInfoIter System.a StageSelectMenu.o
005e703c 000090 805ee1fc 005ea3dc 4 __ct__15StageSelectMenuFPCc System.a StageSelectMenu.o
005e70cc 000790 805ee28c 005ea46c 4 makeHierarchyFromFile__15StageSelectMenuFPCc System.a StageSelectMenu.o
005e785c 00018c 805eea1c 005eabfc 4 onSelected__15StageSelectMenuF12JMapInfoIter System.a StageSelectMenu.o
005e79e8 000014 805eeba8 005ead88 4 __as__19StageSelectMenuItemFRC19StageSelectMenuItem System.a StageSelectMenu.o
005e79fc 000160 805eebbc 005ead9c 4 DestroyElement___Q27JGadget76TVector<19StageSelectMenuItem,Q27JGadget33TAllocator<19StageSelectMenuItem>>FP19StageSelectMenuItemP19StageSelectMenuItem System.a StageSelectMenu.o
005e7b5c 000028 805eed1c 005eaefc 4 size__Q27JGadget76TVector<19StageSelectMenuItem,Q27JGadget33TAllocator<19StageSelectMenuItem>>CFv System.a StageSelectMenu.o
005e7b84 000058 805eed44 005eaf24 4 __dt__Q37JGadget76TVector<19StageSelectMenuItem,Q27JGadget33TAllocator<19StageSelectMenuItem>>23TDestructed_deallocate_Fv System.a StageSelectMenu.o
005e7bdc 000034 805eed9c 005eaf7c 4 uninitialized_copy<19StageSelectMenuItem>__3stdFP19StageSelectMenuItemP19StageSelectMenuItemP19StageSelectMenuItem_P19StageSelectMenuItem System.a StageSelectMenu.o
005e7c10 000040 805eedd0 005eafb0 4 __cl__Q22MR86FunctorV1M<P15StageSelectMenu,M15StageSelectMenuFPCvPv12JMapInfoIter_v,12JMapInfoIter>CFv System.a StageSelectMenu.o
005e7c50 000084 805eee10 005eaff0 4 clone__Q22MR86FunctorV1M<P15StageSelectMenu,M15StageSelectMenuFPCvPv12JMapInfoIter_v,12JMapInfoIter>CFP7JKRHeap System.a StageSelectMenu.o
001be9d8 00000c 80a36ef8 00a330b8 4 @60364 System.a StageSelectMenu.o
001beb0c 000010 80a3702c 00a331ec 4 __vt__Q22MR86FunctorV1M<P15StageSelectMenu,M15StageSelectMenuFPCvPv12JMapInfoIter_v,12JMapInfoIter> System.a StageSelectMenu.o
001beb7c 00000c 80a3709c 00a3325c 4 @55964 System.a StageSelectMenu.o
001beb88 000008 80a370a8 00a33268 4 __RTTI__Q22MR86FunctorV1M<P15StageSelectMenu,M15StageSelectMenuFPCvPv12JMapInfoIter_v,12JMapInfoIter> System.a StageSelectMenu.o
00009568 000004 80bb19e8 00ab9a88 4 DEFAULT_STAGE_TABLE_FILE_PATH__29@unnamed@StageSelectMenu_cpp@ System.a StageSelectMenu.o
</pre>
19f41cf14407060ca2e83c4083482fd7c188ef1f
StageSelectMenu
0
104
379
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2025-01-11T09:49:09Z
GalaxyMaster
1
/* StageSelectMenu.tbl */ Koizumi player note
wikitext
text/x-wiki
'''StageSelectMenu''' is a feature in Super Mario Galaxy's Develop builds that allows the player/tester to choose from a list of stages. Its existence is known from the Develop builds' symbol maps, and from [[/Debug]]/StageSelectMenu.tbl.
=== StageSelectMenu.tbl ===
/Debug/StageSelectMenu.tbl is a [[BCSV]] file containing the list of stages presented by StageSelectMenu. Columns denoted by an asterisk (*) are not present in StageSelectMenu.tbl, rather having been added by this wiki's editors.
{| class="wikitable mw-collapsible mw-collapsed"
! path || label || label - Google Translated* || StageName || LayerName || Unknown (6DC3A6D2) || ScenarioNo || Notes*
|-
| /NewFolder || ステージ || stage || || || 0 || 1 ||
|-
| /NewFolder/HeavensDoorGalaxy || ヘヴンズドアギャラクシー || Heaven's Door Galaxy || || || 0 || 1 ||
|-
| /NewFolder/HeavensDoorGalaxy/0 || ヘヴンズドアインサイドゾーン || Heaven's Door Inside Zone || HeavensDoorInsideZone || || 0 || 1 ||
|-
| /NewFolder/HeavensDoorGalaxy/0 || ヘヴンズドア(小)ゾーン || Heaven's Door (Small) Zone || HeavensDoorSmallZone || || 0 || 1 ||
|-
| /NewFolder/HeavensDoorGalaxy/0 || ヘヴンズドア(中)ゾーン || Heaven's Door (Middle) Zone || HeavensDoorMiddleZone || || 0 || 1 ||
|-
| /NewFolder/HeavensDoorGalaxy/0 || ヘヴンズドア(大)ゾーン || Heaven's Door (Large) Zone || HeavensDoorLargeZone || || 0 || 1 ||
|-
| /NewFolder/HeavensDoorGalaxy/0 || ヘヴンズドアミステリアスゾーン || Heaven's Door Mysterious Zone || HeavensDoorMysteriousZone || || 0 || 1 ||
|-
| /NewFolder/NewFolder9 || トイボックス || Toy box || || || 6 || 1 ||
|-
| /NewFolder/NewFolder9/0 || ホッパーボトルゾーン || Hopper bottle zone || HopperBottleZone || || 0 || 1 ||
|-
| /NewFolder/NewFolder9/0 || 嵐の海のサルベージゾーン || Stormy sea salvage zone || SeaStormPlanetZone || || 0 || 1 ||
|-
| /NewFolder/NewFolder9/0 || 壁重力ゾーン || Wall gravity zone || WallGravityZone || || 0 || 1 ||
|-
| /NewFolder/NewFolder9/0 || メカクッパゾーン || Mechakuppa zone || MechanicKoopaZone || || 0 || 1 ||
|-
| /NewFolder/NewFolder9/0 || メカキノコゾーン || Mechakinoco zone || MechaKinokoZone || || 0 || 1 ||
|-
| /NewFolder/NewFolder9/0 || ミニメカクッパゾーン || Mini -mail makoppa zone || MiniMechanicKoopaZone || || 0 || 1 ||
|-
| /NewFolder/NewFolder9/0 || ファクトリー内部ゾーン || Factory internal zone || FactoryInsideZone || || 0 || 1 ||
|-
| /NewFolder/NewFolder9/0 || ドンケツゾーン || Donketsu Zone || DonketuZone || || 0 || 1 ||
|-
| /NewFolder/NewFolder9/0 || スペースステーションゾーン || Space station zone || SpaceStationZone || || 0 || 1 ||
|-
| /NewFolder/NewFolder9/0 || クルーズDPDゾーン || Cruise DPD zone || CruiseDPDZone || || 0 || 1 ||
|-
| /NewFolder/NewFolder9/0 || スイーツアステロイドゾーン || Sweets asteroid zone || SweetsAsteroidZone || || 0 || 1 ||
|-
| /NewFolder/NewFolder9/0 || チョコンベヤーゾーン || Chocolate Beyer Zone || ChoconveyorZone || || 0 || 1 ||
|-
| /NewFolder/NewFolder9/0 || トイファクトリーギャラクシー || Toy Factory Galaxy || FactoryGalaxy || || 0 || 1 ||
|-
| /NewFolder/NewFolder9/0 || バースデーケーキゾーン || Birthday cake zone || BirthdayCakeZone || || 0 || 1 ||
|-
| /NewFolder/NewFolder7 || 天文台外側 || Outside Observatory || || || 0 || 1 ||
|-
| /NewFolder/NewFolder7/0 || シナリオ1 || Scenario 1 || AstroGalaxy || || 0 || 1 ||
|-
| /NewFolder/NewFolder7/0 || シナリオ2 || Scenario 2 || AstroGalaxy || || 0 || 2 ||
|-
| /NewFolder/NewFolder7/0 || シナリオ3 || Scenario 3 || AstroGalaxy || || 0 || 3 ||
|-
| /NewFolder/NewFolder7/0 || シナリオ4 || Scenario 4 || AstroGalaxy || D || 0 || 4 ||
|-
| /NewFolder/0 || 図書室 || Library || LibraryRoom || || 0 || 1 ||
|-
| /NewFolder/0 || 天文ドーム || Astronomical Dome || AstroDome || || 0 || 1 ||
|-
| /NewFolder/0 || ピーチ城前庭 || Peach Castle Front Yard || PeachCastleGardenGalaxy || || 0 || 1 ||
|-
| /NewFolder/0 || ピーチ城・最終 || Peach Castle / Final || PeachCastleFinalGalaxy || || 0 || 1 ||
|-
| /NewFolder/0 || 旧ピーチ城前庭 || Former Peach Castle Venue || HosonoTest04 || || 0 || 1 ||
|-
| /NewFolder/0 || 天文台惑星 || Astronomical planet || AstroHomeZone || || 0 || 1 ||
|-
| /NewFolder/NewFolder6 || エッグプラネット || Egg planet || || || 0 || 1 ||
|-
| /NewFolder/NewFolder6/0 || 球状内部ゾーン || The spherical internal zone || SphereInsideZone || || 0 || 1 ||
|-
| /NewFolder/NewFolder6/0 || 二隻の海賊船ゾーン || Two pirate ship zones || OceanTwinPiratesZone || || 0 || 1 ||
|-
| /NewFolder/NewFolder6/0 || ツインフォールレイクゾーン || Twinfall Lake Zone || TwinFallLakeZone || || 0 || 1 ||
|-
| /NewFolder/NewFolder6/0 || そら豆惑星ゾーン || Sora bean planet zone || SoramameZone || || 0 || 1 ||
|-
| /NewFolder/NewFolder6/0 || わたげ星ゾーン || Watage Star Zone || PuffballZone || || 0 || 1 ||
|-
| /NewFolder/NewFolder6/0 || ココツインゾーン || Koco -in zone || CoCoTwinZone || || 0 || 1 ||
|-
| /NewFolder/NewFolder6/0 || スターエッグロードゾーン || Star Egg Road Zone || StarEggRoadZone || || 0 || 1 ||
|-
| /NewFolder/NewFolder6/0 || スター惑星ゾーン || Star planet zone || BlueStarZone || || 0 || 1 ||
|-
| /NewFolder/NewFolder6/0 || タンポポが丘ゾーン || Dandelion gaoka zone || DandelionHillZone || || 0 || 1 ||
|-
| /NewFolder/NewFolder6/0 || ディスクガーデンゾーン || Disk Garden Zone || DiskGardenZone || || 0 || 1 ||
|-
| /NewFolder/NewFolder6/0 || ディノパックン戦ゾーン || Dino Paccun Battle Zone || DinoPakkunBattleZone || || 0 || 1 ||
|-
| /NewFolder/NewFolder6/0 || ドラヤキ要塞ゾーン || Drayaki Fortress Zone || DorayakiFortressZone || || 0 || 1 ||
|-
| /NewFolder/NewFolder6/0 || ハテナ花畑ゾーン || Hatena flower field zone || QuestionFlowerGardenZone || || 0 || 1 ||
|-
| /NewFolder/NewFolder6/0 || ピーナッツ惑星ゾーン || Peanut planet zone || PeanutZone || || 0 || 1 ||
|-
| /NewFolder/NewFolder6/0 || ミスティックタワーゾーン || Mystic Tower Zone || ReverseGravityTowerZone || || 0 || 1 ||
|-
| /NewFolder/NewFolder6/0 || 星くずの丘ゾーン || Star Kuzu Hill Zone || StardustHillZone || || 0 || 1 ||
|-
| /NewFolder/NewFolder6/0 || 草むら双子惑星ゾーン || Kusamura twin planet zone || GlassyTwinsPlanetZone || || 0 || 1 ||
|-
| /NewFolder/NewFolder2 || ハニービーキングダム || Honey Beaking Dam || || || 0 || 1 ||
|-
| /NewFolder/NewFolder2/Zone || ゾーン || zone || || || 0 || 1 ||
|-
| /NewFolder/NewFolder2/Zone/0 || ハチの崖ゾーン || Bee cliff zone || BeeCliffZone || || 0 || 1 ||
|-
| /NewFolder/NewFolder2/Zone/0 || フラワーロードゾーン || Flower road zone || FlowerRoadZone || || 0 || 1 ||
|-
| /NewFolder/NewFolder2/Zone/0 || マザーハッチーゾーン || Mother hatchee zone || MotherBeeZone || || 0 || 1 ||
|-
| /NewFolder/NewFolder2/Zone/0 || カベのぼりEX(A)ゾーン || Wall climbing EX(A) zone || WallClimbEXAZone || || 0 || 1 ||
|-
| /NewFolder/NewFolder2/Zone/0 || カベのぼりEX(B)ゾーン || Wall climbing EX(B) zone || WallClimbEXBZone || || 0 || 1 ||
|-
| /NewFolder/NewFolder2/Zone/0 || カベのぼりEX(C)ゾーン || Wall climbing EX(C) zone || WallClimbEXCZone || || 0 || 1 ||
|-
| /NewFolder/0 || チャレンジサーフィン || Challenge surfing || SurfingLv1Galaxy || || 0 || 1 ||
|-
| /NewFolder/NewFolder10 || スターダスト || Stardust || || || 0 || 1 ||
|-
| /NewFolder/NewFolder10/0 || スターダスト || Stardust || StarDustGalaxy || || 0 || 1 ||
|-
| /NewFolder/NewFolder10/0 || まゆEX || Mayu EX || CocoonEXZone || || 0 || 1 ||
|-
| /NewFolder/BSG || バトルシップ || Battleship || || || 0 || 1 ||
|-
| /NewFolder/BSG/0 || [シナリオ1] || [Scenario 1] || BattleShipGalaxy || || 0 || 1 ||
|-
| /NewFolder/BSG/0 || [シナリオ2] || [Scenario 2] || BattleShipGalaxy || || 0 || 2 ||
|-
| /NewFolder/BSG/0 || [シナリオ3] || [Scenario 3] || BattleShipGalaxy || || 0 || 3 ||
|-
| /NewFolder/BSG/BSZ || ゾーン || zone || || || 0 || 1 ||
|-
| /NewFolder/BSG/BSZ/0 || 対巨大要塞ゾーン || Giant fortress zone against || VsHugeBattleShipZone || A || 0 || 1 ||
|-
| /NewFolder/BSG/BSZ/0 || 分子構造惑星ゾーン || Molecular structure planet zone || BombheiLectureZone || A || 0 || 1 ||
|-
| /NewFolder/BSG/BSZ/0 || 宇宙機雷Gキャプチャーゾーン || Space Mine G Capture Zone || SpaceMineGCaptureZone || A || 0 || 1 ||
|-
| /NewFolder/BSG/BSZ/0 || 要塞内部移動用砲台ゾーン || Fortress internal movement barrel zone || MarioLancherLecture3Zone || A || 0 || 1 ||
|-
| /NewFolder/BSG/BSZ/0 || 移動用砲台楕円惑星ゾーン || Mobile turret elliptical planet zone || MarioLancherLecture2Zone || A || 0 || 1 ||
|-
| /NewFolder/BSG/BSZ/0 || 要塞内部重力反転ゾーン || Fortress internal gravity reversal zone || UfoGravityTurnOverZone || A || 0 || 3 ||
|-
| /NewFolder/BSG/BSZ/0 || 要塞内部ジャンプビーマーゾーン || Fortress internal jumping beer zone || FortressJumpBeamerZone || A || 0 || 3 ||
|-
| /NewFolder/BSG/BSZ/0 || 球状穴ぼこキラーゾーン || Globic hole buckwheat killer zone || BattleShipKillerPlanetZone\StageData || A || 0 || 1 ||
|-
| /NewFolder/BSG/BSZ/0 || トライレッグボスゾーン || Tri -Leg Boss Zone || TriPodBossZone || A || 0 || 3 ||
|-
| /NewFolder/BSG/BSZ/0 || 要塞タイムアタックゾーン || Fortress time attack zone || BombTimeAttackZone || A || 0 || 1 ||
|-
| /NewFolder/BSG/BSS || 試作 || Trial production || || || 0 || 1 ||
|-
| /NewFolder/BSG/BSS/0 || 対要塞試作00ゾーン || Test for the fortress 00 zone || VsHugeBattleShipT00Zone || A || 0 || 1 ||
|-
| /NewFolder/BSG/BSS/0 || 要塞内部ジャンプガーダーゾーン || Fortress internal jumping garment zone || BattleShipJumpGuarderZone || A || 0 || 3 ||
|-
| /NewFolder/BSG/BSS/0 || UFOジャンプガーダー2ゾーン || UFO Jump Guarder 2 Zone || UfoJumpGuarderZone || C || 0 || 3 ||
|-
| /NewFolder/BSG/BSS/0 || UFOベーゴマンゾーン || UFO Begoman Zone || UfoBegomanZone || C || 0 || 3 ||
|-
| /NewFolder/BSG/BSS/0 || 林田ギャラクシー || Hayashida Galaxy || BattleShipGalaxyTrial || || 0 || 1 ||
|-
| /NewFolder/BSG/BSS/0 || ジャンプガーターゾーン || Jump garter zone || UfoInside1Zone || C || 0 || 3 ||
|-
| /NewFolder/BSG/BSS/0 || Y字惑星ゾーン || Y -character planet zone || YShapePlanetZone || || 0 || 3 ||
|-
| /NewFolder/BSG/BSS/0 || UFOツキダシクンゾーン || UFO Tsukida Kunzon || UfoTsukidashiKunZone || || 0 || 3 ||
|-
| /NewFolder/BSG/BSS/0 || UFOジライラゾーン || UFO Jirilla Zone || UfoJirairaZone || || 0 || 3 ||
|-
| /NewFolder/BSG/BSS/0 || 球状キラーゾーン || Glossy killer zone || SubordineteGamilassZone || || 0 || 3 ||
|-
| /NewFolder/BSG/BSS/0 || ボム兵レクチャー || Bomb soldier lecture || BombheiLectureOld1Zone || || 0 || 1 ||
|-
| /NewFolder/BSG/BSS/0 || 移動用砲台レクチャー || Mobile turret lecture || MarioLancherLectureZone || || 0 || 1 ||
|-
| /NewFolder/BSG/BSS/0 || 戦艦内部 || Inside the battleship || HugeUfoInsideZone || || 0 || 3 ||
|-
| /NewFolder/BSG/BSS/0 || トライアングルUFO || Triangle UFO || TriangleUfoZone || || 0 || 1 ||
|-
| /NewFolder/0 || ■クッパ戦1 || ■ Battle 1 || HosonoTest04 || || 0 || 1 ||
|-
| /NewFolder/0 || ウインドガーデン || Wind garden || CosmosGardenGalaxy || || 0 || 1 ||
|-
| /NewFolder/NewFolder22 || アイスボルケーノ || Ice volcano || || || 0 || 1 ||
|-
| /NewFolder/NewFolder22/0 || アイスボルケーノギャラクシー || Ice Volcano Galaxy || IceVolcanoGalaxy || || 0 || 1 ||
|-
| /NewFolder/NewFolder22/NewFolder || ゾーン || zone || || || 0 || 1 ||
|-
| /NewFolder/NewFolder22/NewFolder/0 || 雪溶かしゲーム || Snow -melted game || YukidarumaZone || || 0 || 1 ||
|-
| /NewFolder/NewFolder22/NewFolder/0 || アステロイドベルトゾーン || Asteroid belt zone || AsteroidBeltZone || || 0 || 1 ||
|-
| /NewFolder/NewFolder22/NewFolder/0 || アイスリングAゾーンシナリオ1 || Ice ring A zone scenario 1 || IceRingAZone || A || 0 || 1 ||
|-
| /NewFolder/NewFolder22/NewFolder/0 || アイスリングAゾーンシナリオ2 || Ice ring A zone scenario 2 || IceRingAZone || B || 0 || 2 ||
|-
| /NewFolder/NewFolder22/NewFolder/0 || アイスリングBゾーンシナリオ3 || Ice ring B zone scenario 3 || IceRingBZone || || 0 || 3 ||
|-
| /NewFolder/NewFolder22/NewFolder/0 || みちひき惑星 || Michihiki planet || IceMichihikiZone || A || 0 || 1 ||
|-
| /NewFolder/NewFolder22/NewFolder/0 || スノーカプセルゾーン || Snow capsule zone || SnowCapsuleZone || A || 0 || 1 ||
|-
| /NewFolder/NewFolder22/NewFolder/0 || 溶岩サンドイッチテスト || Lava sandwich test || Sandwich || || 0 || 1 ||
|-
| /NewFolder/NewFolder22/NewFolder/0 || アイス溶岩島ゾーン || Ice lava island zone || IceLavaIslandZone || || 0 || 1 ||
|-
| /NewFolder/NewFolder22/NewFolder/0 || アイスネタテスト || Ice story test || IceHomeTestZone || A || 0 || 1 ||
|-
| /NewFolder/NewFolder22/NewFolder/0 || ファイアマリオネタテスト || Fire Mario Neta Test || IceHomeTest2Zone || || 0 || 1 ||
|-
| /NewFolder/NewFolder22/NewFolder/0 || 三角プレートゾーン || Triangle plate zone || FallTriangleZone || || 0 || 1 ||
|-
| /NewFolder/NewFolder22/NewFolder/0 || 流氷ゾーン || Drift ice zone || DriftIceZone || || 0 || 1 ||
|-
| /NewFolder/NewFolder22/NewFolder/0 || マウンテン || Mountain || IceMountainZone || A || 0 || 1 ||
|-
| /NewFolder/NewFolder22/NewFolder/0 || 氷土管迷路ゾーン || Ice clay maze zone || IceMazeWithPipeZone || || 0 || 1 ||
|-
| /NewFolder/NewFolder22/NewFolder/0 || ボルケーノプラネット || Volcano Planet || VolcanoPlanetZone || A || 0 || 1 ||
|-
| /NewFolder/0 || ファントム || phantom || PhantomGalaxy || || 0 || 1 ||
|-
| /NewFolder/NewFolder8 || サンドアイランド || Sand island || || || 0 || 1 ||
|-
| /NewFolder/NewFolder8/0 || サンドアイランドギャラクシー || Sand Island Galaxy || SandClockGalaxy || || 0 || 1 ||
|-
| /NewFolder/NewFolder8/Desert || ゾーン || zone || || || 0 || 1 ||
|-
| /NewFolder/NewFolder8/Desert/0 || 流砂2Dゾーン || 2D zone || QuickSand2DZone || || 0 || 1 ||
|-
| /NewFolder/NewFolder8/Desert/0 || 砂タワーゾーン || Sand tower zone || SandTowerZone || || 0 || 1 ||
|-
| /NewFolder/NewFolder8/Desert/0 || 砂ストリームゾーン || Sand stream zone || SandStreamZone || || 0 || 1 ||
|-
| /NewFolder/NewFolder8/Desert/0 || 砂川ゾーン || Sunagawa zone || SandRiverZone || || 0 || 1 ||
|-
| /NewFolder/NewFolder8/Desert/0 || 砂アップダウンゾーン1 || Sand -up Daun Zone 1 || SandUpDownZone || A || 0 || 1 ||
|-
| /NewFolder/NewFolder8/Desert/0 || 砂アップダウンゾーン2 || Sand -up Down Zone 2 || SandUpDownZone || B || 0 || 1 ||
|-
| /NewFolder/NewFolder8/Desert/0 || 砂島サンボゾーン || Sandland Sunbo Zone || SandIslandSamboZone || || 0 || 1 ||
|-
| /NewFolder/NewFolder8/Desert/0 || サンボキューブゾーン || Sambocube zone || SamboCubeZone || || 0 || 1 ||
|-
| /NewFolder/NewFolder8/Desert/0 || 砂漠ディスクゾーン || Desert Disk Zone || DesertDiskZone || || 0 || 1 ||
|-
| /NewFolder/NewFolder8/Desert/0 || 砂対流ゾーン || Sand -style zone || DesertConvectionZone || || 0 || 1 ||
|-
| /NewFolder/NewFolder8/Desert/0 || 砂時計ゾーン || Hourglass zone || SandGlassZone || || 0 || 1 ||
|-
| /NewFolder/NewFolder8/Desert/0 || 塔内部ゾーン || Tower internal zone || DesertInsideZone || || 0 || 1 ||
|-
| /NewFolder/NewFolder8/Desert/0 || デザートワームゾーン || Desert worm zone || DesertWormZone || || 0 || 1 ||
|-
| /NewFolder/NewFolder8/Desert/0 || ココポイハナゾーン || Coco Poi Hana Zone || CocoPoihanaZone || || 0 || 1 ||
|-
| /NewFolder/NewFolder8/Desert/0 || デザートオタキングゾーン || Dessert otaking zone || DesertOtakingZone || || 0 || 1 ||
|-
| /NewFolder/NewFolder || ダンジョンケイブ || Dungeon cave || || || 0 || 1 ||
|-
| /NewFolder/NewFolder/0 || [シナリオ1]幽霊船の呪術師をたおせ! || [Scenario 1] Defeat the magician on the ghost ship! || OceanPhantomCaveGalaxy || A || 0 || 1 ||
|-
| /NewFolder/NewFolder/0 || [シナリオ2]ガケの上の宝箱 || [Scenario 2] Treasure chest on the cliff || OceanPhantomCaveGalaxy || B || 0 || 2 ||
|-
| /NewFolder/NewFolder/0 || [シナリオ3]帰ってきた海のギャング || [Scenario 3] The sea gang returns || OceanPhantomCaveGalaxy || C || 0 || 3 ||
|-
| /NewFolder/NewFolder/0 || [シナリオ4]海底トンネルの秘宝 || [Scenario 4] The treasure of the seabed tunnel || OceanPhantomCaveGalaxy || D || 0 || 4 ||
|-
| /NewFolder/NewFolder/0 || [シナリオ5]J字惑星のスター || [Scenario 5] J-shaped planet star || OceanPhantomCaveGalaxy || E || 0 || 5 ||
|-
| /NewFolder/NewFolder/0 || [シナリオ6]月とウサギと亀 || [Scenario 6] Moon, rabbit, and turtle || OceanPhantomCaveGalaxy || F || 0 || 6 ||
|-
| /NewFolder/OCN || オーシャンリング || Ocean ring || || || 0 || 1 ||
|-
| /NewFolder/OCN/0 || [シナリオ1]海の中の木箱 || [Scenario 1] A wooden box in the sea || OceanRingGalaxy || || 0 || 1 ||
|-
| /NewFolder/OCN/0 || [シナリオ2]ひかるコウラをさがせ! || [Scenario 2] Find the shining Koura! || OceanRingGalaxy || || 0 || 2 ||
|-
| /NewFolder/OCN/0 || [シナリオ3]シャッチーリング || [Scenario 3] Shuttling || OceanRingGalaxy || || 0 || 3 ||
|-
| /NewFolder/OCN/0 || [シナリオ4]ペンギンレース || [Scenario 4] Penguin race || OceanRingGalaxy || || 0 || 4 ||
|-
| /NewFolder/OCN/0 || [シナリオ5]イエローチップ || [Scenario 5] Yellow chip || OceanRingGalaxy || || 0 || 5 ||
|-
| /NewFolder/OCN/0 || [シナリオ6]ガケ裏の宝箱 || [Scenario 6] Treasure chest behind the cliff || OceanRingGalaxy || || 0 || 6 ||
|-
| /NewFolder/OCN/0 || [シナリオ7]ブッシュポンプのナゾ || [Scenario 7] Bush pump mystery || OceanRingGalaxy || || 0 || 7 || [[Sea Slide Galaxy]] (OceanRingGalaxy) only has six stars in the final game.
|-
| /NewFolder/OCN/0 || [シナリオ8]マングローブのスター || [Scenario 8] Mangrove star || OceanRingGalaxy || || 0 || 8 || Ditto.
|-
| /NewFolder/TomorrowKingdom || オータムウッズ || Autumn Woods || || || 0 || 1 ||
|-
| /NewFolder/TomorrowKingdom/NewFolder || ゾーン || zone || || || 0 || 1 ||
|-
| /NewFolder/TomorrowKingdom/NewFolder/0 || リバースフォレストホームゾーン || Reverse Forest Home Zone || ReverseForestHomeZone || || 0 || 1 ||
|-
| /NewFolder/CFGA || キャノンフリート || Cannon fleet || || || 0 || 1 ||
|-
| /NewFolder/CFGA/0 || [シナリオ1] || [Scenario 1] || CannonFleetGalaxy || || 0 || 1 ||
|-
| /NewFolder/CFGA/0 || [シナリオ2] || [Scenario 2] || CannonFleetGalaxy || || 0 || 2 ||
|-
| /NewFolder/CFGA/0 || [シナリオ3] || [Scenario 3] || CannonFleetGalaxy || || 0 || 3 ||
|-
| /NewFolder/CFGA/CFGZ || ゾーン || zone || || || 0 || 1 ||
|-
| /NewFolder/CFGA/CFGZ/0 || ビーマーラッシュゾーン || Beamer rush zone || BeamerRushZone || A || 0 || 1 ||
|-
| /NewFolder/CFGA/CFGZ/0 || ボムタイムアタック2 || Bomb time attack 2 || BombTimeAttack2Zone || A || 0 || 1 ||
|-
| /NewFolder/CFGA/CFGZ/0 || ベーゴマン連星 || Begoman binaries || UfoBegomanChainedPlanetZone || A || 0 || 1 ||
|-
| /NewFolder/CFGA/CFGZ/0 || キャノン弾Gキャプチャー || Cannon bullet G capture || CannonGCaptureZone || A || 0 || 1 ||
|-
| /NewFolder/CFGA/CFGZ/0 || 絶壁登りゾーン || Cliff climbing zone || FortressCliffClimbZone || A || 0 || 1 ||
|-
| /NewFolder/CFGA/CFGZ/0 || 電撃ビリビリUFO || Dengeki Biribiri UFO || ElectricUfoZone || A || 0 || 1 ||
|-
| /NewFolder/CFGA/CFGZ/0 || ねじまき船団 || Screw fleet || ScrewFleetZone || A || 0 || 1 ||
|-
| /NewFolder/CFGA/CFGZ/0 || 2D重力回転ゾーン || 2D gravity rotation zone || CanonTurnOverZone || A || 0 || 3 ||
|-
| /NewFolder/CFGA/CFGZ/0 || 対巨大要塞レベル2ゾーン || Giant Fortress Level 2 Zone || VsHugeBattleShipLv2Zone || A || 0 || 2 ||
|-
| /NewFolder/CFGA/CFGZ/0 || ビームガン連星 || Beam gun star || UfoBegomanChainedPlanetZone || A || 0 || 3 ||
|-
| /NewFolder/CFGA/CNF || 試作 || Trial production || || || 0 || 1 ||
|-
| /NewFolder/CFGA/CNF/0 || 穴ぼこレーザー惑星 || Holes Boko Laser Planet || LaserPotholePlanetZone || A || 0 || 1 ||
|-
| /NewFolder/CFGA/CNF/0 || 巨大レーザー砲 || Giant laser gun || HugeLaserCannonZone || A || 0 || 1 ||
|-
| /NewFolder/CFGA/CNF/0 || ボスベーゴマン試作01 || Boss Bagoman prototype 01 || ElectricUfoTest01Zone || A || 0 || 1 ||
|-
| /NewFolder/CFGA/CNF/0 || ボスベーゴマン試作02 || Boss Bagoman prototype 02 || ElectricUfoTest02Zone || A || 0 || 1 ||
|-
| /NewFolder/CFGA/CNF/0 || ボスベーゴマン試作03 || Boss Bagoman prototype 03 || ElectricUfoTest03Zone || A || 0 || 1 ||
|-
| /NewFolder/CFGA/CNF/0 || ボスベーゴマン試作04 || Boss Bagoman prototype 04 || ElectricUfoTest04Zone || A || 0 || 1 ||
|-
| /NewFolder/CFGA/CNF/0 || ジライラホッパーゾーン || Jirilla Hopper Zone || JirairaHopperOrgZone || || 0 || 1 ||
|-
| /NewFolder/CFGA/CNF/0 || ビーマーラッシュ || Berman rush || BeamerRushZone || || 0 || 1 ||
|-
| /NewFolder/CFGA/CNF/0 || 移動用砲台迷路試作その1 || Mobile turret maze prototype part 1 || LauncherMazeOld1Zone || A || 0 || 1 ||
|-
| /NewFolder/CFGA/CNF/0 || ベーゴマンダンベル惑星 || Begomandanbell Planet || DumbbellBegomanPlanetZone || A || 0 || 1 ||
|-
| /NewFolder/CFGA/CNF/0 || レーザーどら焼き惑星 || Laser dorayaki planet || LaserDorayakiPlanetZone || A || 0 || 1 ||
|-
| /NewFolder/CFGA/CNF/0 || 巨大レーザー砲 || Giant laser gun || HugeLaserCannonZone || A || 0 || 1 ||
|-
| /NewFolder/CFGA/CNF/0 || 無敵ダッシュ || Invincible dash || IkkakuTimeAttackZone || || 0 || 1 ||
|-
| /NewFolder/CFGA/CNF/0 || キャノンフリートホーム || Canon Fleet Home || CannonFleetHomeZone || || 0 || 1 ||
|-
| /NewFolder/0 || ■クッパ戦2 || ■ Battle 2 || HosonoTest04 || || 0 || 1 ||
|-
| /NewFolder/FLG || フローターランド || Floater land || || || 16 || 1 ||
|-
| /NewFolder/FLG/0 || [シナリオ1] || [Scenario 1] || OceanFloaterLandGalaxy || || 0 || 1 ||
|-
| /NewFolder/FLG/0 || [シナリオ2] || [Scenario 2] || OceanFloaterLandGalaxy || || 0 || 2 ||
|-
| /NewFolder/FLG/0 || [シナリオ3] || [Scenario 3] || OceanFloaterLandGalaxy || || 0 || 3 || [[Buoy Base Galaxy]] (OceanFloaterLandGalaxy) only has two stars in the final game.
|-
| /NewFolder/FLG/OFLG || ゾーン || zone || || || 15 || 1 ||
|-
| /NewFolder/FLG/OFLG/0 || 水殻惑星 || Water planet || WaterShellZone || || 0 || 1 ||
|-
| /NewFolder/FLG/OFLG/0 || プクプクガンボル惑星 || Pukupuku Gambol Planet || PukupukuGambolZone || || 0 || 1 ||
|-
| /NewFolder/FLG/OFLG/0 || 海底火山惑星 || Submarine volcano planet || SubmarineVolcanoPlanetZone || || 0 || 1 ||
|-
| /NewFolder/FLG/OFLG/0 || オーシャンチャーチ惑星 || Ocean church planet || OceanChurchZone || || 0 || 1 ||
|-
| /NewFolder/FLG/OFLG/0 || フローターランド惑星 || Floater land planet || FloaterLandZone || || 0 || 1 ||
|-
| /NewFolder/HPG || ヘルプロミネンス || Hell prominence || || || 0 || 1 ||
|-
| /NewFolder/HPG/0 || [シナリオ1] || [Scenario 1] || HellProminenceGalaxy || || 0 || 1 ||
|-
| /NewFolder/HPG/0 || [シナリオ2] || [Scenario 2] || HellProminenceGalaxy || || 0 || 2 ||
|-
| /NewFolder/HPG/0 || [シナリオ3] || [Scenario 3] || HellProminenceGalaxy || || 0 || 3 ||
|-
| /NewFolder/HPG/YZN || 各ゾーン || Each zone || || || 10 || 1 ||
|-
| /NewFolder/HPG/YZN/0 || メラメラ全滅惑星 || Meramera annihilated planet || ExterminateMerameraPlanetZone || A || 0 || 1 ||
|-
| /NewFolder/HPG/YZN/0 || C型ドッスン惑星 || C type Dosun planet || HellTypeCDossunPlanetZone || A || 0 || 3 ||
|-
| /NewFolder/HPG/YZN/0 || マグマライジングゾーン || Magma Rising Zone || HellMagmaRisingZone || A || 0 || 2 ||
|-
| /NewFolder/HPG/YZN/0 || ディノパックンLv2 || Dinopakkun Lv2 || DinoPackunBattleLv2Zone || A || 0 || 3 ||
|-
| /NewFolder/HPG/YZN/0 || ヘルホーム:シナリオ1 || Hell home: Scenario 1 || HellHomeZone || A || 0 || 1 ||
|-
| /NewFolder/HPG/YZN/0 || ヘルホーム:シナリオ2 || Hell home: Scenario 2 || HellHomeZone || B || 0 || 2 ||
|-
| /NewFolder/HPG/YZN/0 || ヘルホーム:シナリオ3 || Hell home: Scenario 3 || HellHomeZone || C || 0 || 3 ||
|-
| /NewFolder/HPG/YZN/0 || ヘルGキャプチャーゾーン || Hell G Capture Zone || HellGcapZone || A || 0 || 1 ||
|-
| /NewFolder/HPG/YZN/0 || ヘル崩落回廊ゾーン || Hell collapse corridor zone || HellLavaFloatingZone || A || 0 || 1 ||
|-
| /NewFolder/HPG/YZN/0 || ヘルメテオゾーン || Hell meteor zone || HellMeteoZone || A || 0 || 1 ||
|-
| /NewFolder/HPG/YZN/0 || 回転地面2D惑星 || Rotated ground 2D planet || HellRotateGround2DPlanetZone || A || 0 || 3 ||
|-
| /NewFolder/HPG/YZN/0 || ヘルJ字キラー惑星 || Hell J -shaped killer planet || HellJKillerZone || A || 0 || 1 ||
|-
| /NewFolder/HPG/YZN/0 || ヘル貝殻惑星 || Hell shell planet || HellShellZone || A || 0 || 1 ||
|-
| /NewFolder/HPG/YZN/0 || ヘル溶岩半球惑星 || Hell lava hemispherical planet || HellPoolBZone || A || 0 || 1 ||
|-
| /NewFolder/HPG/YZN/0 || ヘル溶岩回転惑星 || Hell lava rotation planet || HellPoolAZone || A || 0 || 1 ||
|-
| /NewFolder/HPG/HPS || 試作 || Trial production || || || 0 || 1 ||
|-
| /NewFolder/HPG/HPS/0 || 元祖溶岩ギャラクシー || Original lava galaxy || LavaGalaxy || || 0 || 1 ||
|-
| /NewFolder/HPG/HPS/0 || 溶岩メテオ || Lava meteor || LavaMeteoZone || || 0 || 1 ||
|-
| /NewFolder/HPG/HPS/0 || 崩落回廊ゾーン || Collapse corridor zone || LavaFloatingZone || || 0 || 1 ||
|-
| /NewFolder/HPG/HPS/0 || J字キラー惑星 || J -shaped killer planet || JKillerStageZone || || 0 || 1 ||
|-
| /NewFolder/HPG/HPS/0 || 貝殻惑星 || Shell planet || ShellLavaZone || || 0 || 1 ||
|-
| /NewFolder/HPG/HPS/0 || 溶岩回転惑星 || Lava rotation planet || LavaPoolAZone || || 0 || 1 ||
|-
| /NewFolder/HPG/HPS/0 || 溶岩半球惑星 || Lava hemispherical planet || LavaPoolBZone || || 0 || 1 ||
|-
| /NewFolder/HPG/HPS/0 || Gキャプチャーゾーン || G Capture Zone || LavaGcapBZone || || 0 || 1 ||
|-
| /NewFolder/HPG/HPS/0 || 溶岩ホーム || Lava platform || LavaHomeZone || || 0 || 1 ||
|-
| /NewFolder/0 || オーロラフロスト || Aurora Frost || IceGalaxy || || 0 || 1 ||
|-
| /NewFolder/0 || エルデザート || El desert || DesertGalaxy || || 0 || 1 ||
|-
| /NewFolder/0 || メックプラント || Mech plant || FactoryGalaxy || || 0 || 1 ||
|-
| /NewFolder/NewFolder4 || マグマコロシアム || Magmakorosium || || || 0 || 1 ||
|-
| /NewFolder/NewFolder4/0 || マグマコロシアム(溶岩2) || Magmakorosium (lava 2) || LavaGalaxy || || 0 || 1 ||
|-
| /NewFolder/NewFolder4/NewFolder || 各ゾーン || Each zone || || || 0 || 1 ||
|-
| /NewFolder/NewFolder4/NewFolder/0 || フローターオタキング試作 || Flower otaking prototype || FloaterOtakingTest || || 0 || 1 ||
|-
| /NewFolder/NewFolder3 || ダークレインボー || Dark Rainbow || || || 0 || 1 ||
|-
| /NewFolder/NewFolder3/0 || ダークレインボー || Dark Rainbow || DarkRainbowGalaxy || || 0 || 1 ||
|-
| /NewFolder/0 || ■クッパ戦3 || ■ Battle 3 || HosonoTest04 || || 0 || 1 ||
|-
| /NewFolder/ || テレサマリオ2DEx || Teresa Mario 2D Ex || || || 0 || 1 ||
|-
| /NewFolder/0 || テレサマリオ2Dレースゾーン || Teresa Mario 2D race zone || TeresaMario2DRaceZone || || 0 || 1 ||
|-
| /NewFolder/0 || テレサ2Dゾーン || Teresa 2D Zone || Teresa2DZone || || 0 || 1 ||
|-
| /NewFolder/NewFolder5 || ハニークライム || Honey Climb || || || 0 || 1 ||
|-
| /NewFolder/NewFolder5/0 || ハニービーExギャラクシー || Honeybee Ex Galaxy || HoneyBeeExGalaxy || || 0 || 1 ||
|-
| /NewFolder/NewFolder5/NewFolder || 各ゾーン || Each zone || || || 0 || 1 ||
|-
| /NewFolder/NewFolder5/NewFolder/0 || カベのぼりEx(A)ゾーン || Wall climbing Ex (A) zone || WallClimbExAZone || || 0 || 1 ||
|-
| /NewFolder/NewFolder5/NewFolder/0 || カベのぼりEx(B)ゾーン || Wall climbing Ex (B) zone || WallClimbExBZone || || 0 || 1 ||
|-
| /NewFolder/NewFolder5/NewFolder/0 || カベのぼりEx(C)ゾーン || Wall climbing Ex (C) zone || WallClimbExCZone || || 0 || 1 ||
|-
| /NewFolder/TamakoroExLv1Galaxy || トライアルボール || Trial ball || || || 0 || 1 ||
|-
| /NewFolder/TamakoroExLv1Galaxy/0 || タマコロExLv1ギャラクシー || Tamakoro ExLv1 Galaxy || TamakoroExLv1Galaxy || || 0 || 1 ||
|-
| /NewFolder/TamakoroExLv1Galaxy/NewFolder || 各ゾーン || Each zone || || || 0 || 1 ||
|-
| /NewFolder/TamakoroExLv1Galaxy/NewFolder/0 || タマコロEx(A)ゾーン || Tamakoro Ex (A) Zone || TamakoroExAZone || || 0 || 1 ||
|-
| /NewFolder/TamakoroExLv2Galaxy || チャレンジボール || Challenge ball || || || 0 || 1 ||
|-
| /NewFolder/TamakoroExLv2Galaxy/0 || タマコロExLv2ギャラクシー || Tamakoro ExLv2 Galaxy || TamakoroExLv2Galaxy || || 0 || 1 ||
|-
| /NewFolder/TamakoroExLv2Galaxy/NewFolder || 各ゾーン || Each zone || || || 0 || 1 ||
|-
| /NewFolder/TamakoroExLv2Galaxy/NewFolder/0 || タマコロEx(B)ゾーン || Tamakoro Ex (B) Zone || TamakoroExBZone || || 0 || 1 ||
|-
| /NewFolder/NewFolder11 || トライアルバブル || Trial bubble || || || 0 || 1 ||
|-
| /NewFolder/NewFolder11/0 || キューブあわExLv1ギャラクシー || Cube Bubble ExLv1 Galaxy || CubeBubbleExLv1Galaxy || || 0 || 1 ||
|-
| /NewFolder/NewFolder11/NewFolder || 各ゾーン || Each zone || || || 0 || 1 ||
|-
| /NewFolder/NewFolder11/NewFolder/0 || あわEX(A) || Bubble EX (A) || CubeBubbleExAZone || || 0 || 1 ||
|-
| /NewFolder/NewFolder11/NewFolder/0 || あわEX(D) || Bubble EX (D) || CubeBubbleExDZone || || 0 || 1 ||
|-
| /NewFolder/NewFolder12 || チャレンジバブル || Challenge bubble || || || 0 || 1 ||
|-
| /NewFolder/NewFolder12/0 || キューブあわExLv2ギャラクシー || Cube Bubble ExLv2 Galaxy || CubeBubbleExLv2Galaxy || || 0 || 1 ||
|-
| /NewFolder/NewFolder12/NewFolder || 各ゾーン || Each zone || || || 0 || 1 ||
|-
| /NewFolder/NewFolder12/NewFolder/0 || あわEx(B)ゾーン || Bubble Ex (B) zone || CubeBubbleExBZone || || 0 || 1 ||
|-
| /NewFolder/NewFolder12/NewFolder/0 || あわEx(C)ゾーン || Bubble Ex (C) Zone || CubeBubbleExCZone || || 0 || 1 ||
|-
| /NewFolder/NewFolder13 || 過去のギャラクシー || Past Galaxy || || || 0 || 1 ||
|-
| /NewFolder/NewFolder13/0 || 旧溶岩ギャラクシー || Old lava galaxy || LavaGalaxy || || 0 || 1 ||
|-
| /NewFolder/NewFolder13/0 || 旧天文台外側 || Outside of the Observatory || AstroGalaxyOld || || 0 || 1 ||
|-
| /NewFolder/NewFolder13/0 || E3ギャラクシー || E3 galaxy || GalaxyStage || || 0 || 1 ||
|-
| /PLA || プランナー試作 || Planner prototype || || || 10 || 1 ||
|-
| /PLA/KZM || 小泉 || Koizumi || || || 15 || 1 || [[Yoshiaki Koizumi]]
|-
| /PLA/KZM/0 || テレサレース実験 || Teresa race experiment || TeresaMario2DTMPGalaxy || || 0 || 1 ||
|-
| /PLA/KZM/0 || 旧ヘブンリービーチ || Old Heavenly Beach || WaterHomeZone || || 0 || 1 ||
|-
| /PLA/KZM/0 || 旧オーシャンリング || Old ocean ring || OceanRingOldZone || || 0 || 1 ||
|-
| /PLA/KZM/0 || 旧フローターランド || Former floater land || KozWaterMapAZone || || 0 || 1 ||
|-
| /PLA/KZM/0 || 旧海底火山惑星 || Former seabed volcano planet || SeaVolcanoZone || || 0 || 1 ||
|-
| /PLA/KZM/0 || 旧幽霊船の洞窟 || Former ghost ship cave || KozWaterMapBZone || || 0 || 1 ||
|-
| /PLA/KZM/0 || 旧鉄砲水惑星 || Former gunfire planet || BallBallZone || || 0 || 1 ||
|-
| /PLA/KZM/0 || 旧海洋惑星実験C || Former Marine Planetary Experiment C || KozWaterMapCZone || || 0 || 1 ||
|-
| /PLA/KZM/0 || 旧海底火山惑星 || Former seabed volcano planet || SeaVolcanoZone || || 0 || 1 ||
|-
| /PLA/KZM/0 || 小泉テスト(塔実験) || Koizumi test (tower experiment) || KoizumiTest || || 0 || 1 ||
|-
| /PLA/KZM/0 || 小泉テスト2(プレイヤー調整用) || Koizumi Test 2 (for player adjustment) || KoizumiTest2 || || 0 || 1 || Koizumi had said that the player character (Mario) was one of his biggest areas of focus.<ref>https://www.youtube.com/watch?v=0PzqbTJGe08</ref>
|-
| /PLA/KZM/0 || 小泉テスト3(クモ実験) || Koizumi Test 3 (Spider experiment) || KoizumiTest3 || || 0 || 1 ||
|-
| /PLA/KZM/0 || 小泉テスト4(湖) || Koizumi Test 4 (Lake) || KoizumiTest4 || || 0 || 1 ||
|-
| /PLA/KZM/0 || 小泉テスト5(タマコロステーション) || Koizumi Test 5 (Tamakoro Station) || KoizumiTest5 || || 0 || 1 ||
|-
| /PLA/KZM/0 || 小泉テスト6(たんぽぽが丘実験) || Koizumi Test 6 (Dandelion Hill Experiment) || KoizumiTest6 || || 0 || 1 ||
|-
| /PLA/KZM/0 || BattleMap || BattleMap || BattleMap || || 0 || 1 ||
|-
| /PLA/KZM/0 || BattleMap2 || BattleMap2 || BattleMap2 || || 0 || 1 ||
|-
| /PLA/HYD || 林田 || Hayashida || || || 5 || 1 || [[Koichi Hayashida]]
|-
| /PLA/HYD/PhantomGalaxy || ファントムギャラクシー || Phantom Galaxy || || || 0 || 1 ||
|-
| /PLA/HYD/PhantomGalaxy/0 || ファントムギャラクシー || Phantom Galaxy || PhantomGalaxy || || 0 || 1 ||
|-
| /PLA/HYD/PhantomGalaxy/0 || Gキャプチャーチュートリアルゾーン || G Capture Tutorial Zone || GCaptureTutorialZone || || 0 || 1 ||
|-
| /PLA/HYD/PhantomGalaxy/0 || 旧ファントムギャラクシー || Former Phantom Galaxy || PhantomGalaxyOld || || 0 || 1 ||
|-
| /PLA/HYD/NewFolder3 || フォレストギャラクシー || Forest Galaxy || || || 0 || 1 ||
|-
| /PLA/HYD/NewFolder3/0 || フォレストギャラクシー || Forest Galaxy || ForestGalaxy || || 0 || 1 ||
|-
| /PLA/HYD/NewFolder3/0 || フォレストホームゾーン || Forest home zone || ForestHomeZone || || 0 || 1 ||
|-
| /PLA/HYD/NewFolder3/0 || エリンギプラネットゾーン || Eringi plastic need zone || EringiPlanetZone || || 0 || 1 ||
|-
| /PLA/HYD/NewFolder3/0 || 花咲く惑星イメージ || Flowering planet image || FlowerPlanetZone || || 0 || 1 ||
|-
| /PLA/HYD/Desert || 砂漠ギャラクシー || Desert Galaxy || || || 0 || 1 ||
|-
| /PLA/HYD/Desert/0 || 砂漠ギャラクシー || Desert Galaxy || DesertGalaxy || || 0 || 1 ||
|-
| /PLA/HYD/Desert/NewFolder || テスト || test || || || 0 || 1 ||
|-
| /PLA/HYD/Desert/NewFolder/0 || 砂漠ホームテスト1 || Desert Home Test 1 || DesertHomeTest || || 0 || 1 ||
|-
| /PLA/HYD/Desert/NewFolder/0 || 砂漠ホームテスト2 || Desert Home Test 2 || DesertHomeTest2 || || 0 || 1 ||
|-
| /PLA/HYD/Desert/NewFolder/0 || 砂漠ホームテスト3 || Desert Home Test 3 || DesertHome3Test || || 0 || 1 ||
|-
| /PLA/HYD/NewFolder2 || アイスギャラクシー || Ice galaxy || || || 0 || 1 ||
|-
| /PLA/HYD/NewFolder2/0 || アイスギャラクシー || Ice galaxy || IceGalaxy || || 0 || 1 ||
|-
| /PLA/HYD/NewFolder2/NewFolder || ゾーン || zone || || || 0 || 1 ||
|-
| /PLA/HYD/NewFolder2/NewFolder/0 || アイスネタテスト || Ice story test || IceHomeTestZone || || 0 || 1 ||
|-
| /PLA/HYD/NewFolder2/NewFolder/0 || ファイアマリオネタテスト || Fire Mario Neta Test || IceHomeTest2Zone || || 0 || 1 ||
|-
| /PLA/HYD/NewFolder2/NewFolder/0 || 三角プレートゾーン || Triangle plate zone || FallTriangleZone || || 0 || 1 ||
|-
| /PLA/HYD/NewFolder2/NewFolder/0 || 流氷ゾーン || Drift ice zone || DriftIceZone || || 0 || 1 ||
|-
| /PLA/HYD/NewFolder2/NewFolder/0 || 氷土管迷路ゾーン || Ice clay maze zone || IceMazeWithPipeZone || || 0 || 1 ||
|-
| /PLA/HYD/FCT || ファクトリーギャラクシー || Factory Galaxy || || || 5 || 1 ||
|-
| /PLA/HYD/FCT/0 || ファクトリーギャラクシー || Factory Galaxy || FactoryGalaxy || || 0 || 1 ||
|-
| /PLA/HYD/FCT/FCT || ゾーン || zone || || || 0 || 1 ||
|-
| /PLA/HYD/FCT/FCT/0 || スペースステーションゾーン || Space station zone || SpaceStationZone || || 0 || 1 ||
|-
| /PLA/HYD/FCT/FCT/0 || 壁重力ゾーン || Wall gravity zone || WallGravityZone || || 0 || 1 ||
|-
| /PLA/HYD/FCT/FCT/0 || メカキノコゾーン || Mecha mushroom zone || MechaKinokoZone || || 0 || 1 ||
|-
| /PLA/HYD/FCT/FCT/0 || ドンケツゾーン || Donketsu Zone || DonketuZone || || 0 || 1 ||
|-
| /PLA/HYD/FCT/FCT/0 || クルーズDPDゾーン || Cruise DPD zone || CruiseDPDZone || || 0 || 1 ||
|-
| /PLA/HYD/FCT/FCT/0 || クッキー工場ゾーン || Cookie factory zone || CookieFactoryZone || || 0 || 1 ||
|-
| /PLA/HYD/FCT/FCT/0 || ファクトリー内部ゾーン || Factory internal zone || FactoryInsideZone || || 0 || 1 ||
|-
| /PLA/HYD/FCT/0 || 玉コロドンケツファクトリー1面 || Tama Kolodonketsu Factory 1 side || FactoryStar || A || 0 || 1 ||
|-
| /PLA/HYD/FCT/0 || 玉コロドンケツファクトリー2面以降 || Tama Kolodonketsu Factory 2 and later || FactoryStar || B || 0 || 1 ||
|-
| /PLA/HYD/BSG || バトルシップギャラクシー || Battle Ship Galaxy || || || 5 || 1 ||
|-
| /PLA/HYD/BSG/0 || ★バトルシップギャラクシー || ★ Battle Ship galaxy || BattleShipGalaxy || || 0 || 1 ||
|-
| /PLA/HYD/BSG/0 || 移動用砲台チュートリアルゾーン || Mobile turret tutorial zone || CanonTutorialZone || || 0 || 1 ||
|-
| /PLA/HYD/BSG/0 || 穴ぼこキラー惑星ゾーン || Hole Bakko Killer Planetary Zone || HoleAndKillerPlanetZone || || 0 || 1 ||
|-
| /PLA/HYD/BSG/0 || トライポッドボス惑星ゾーン || Tripod boss planet zone || TripodBossPlanetZone || || 0 || 1 ||
|-
| /PLA/HYD/BSG/0 || レーザー&ボムシップゾーン || Laser & Bomb Ship Zone || LaserAndBombShipZone || || 0 || 1 ||
|-
| /PLA/HYD/BSG/0 || ミニクリボー惑星ゾーン || Mini Kiribo Planet Zone || MiniKuriZone || || 0 || 1 ||
|-
| /PLA/HYD/BSG/0 || ダブルUFOゾーン || Double UFO zone || DoubleUFOZone || || 0 || 1 ||
|-
| /PLA/HYD/BSG/0 || ナットシップゾーン || Nutship zone || NutShipZone || || 0 || 1 ||
|-
| /PLA/HYD/BSG/0 || チョロプーシップゾーン || Choropoo Ship Zone || ChoroShipZone || || 0 || 1 ||
|-
| /PLA/HYD/BSG/0 || 風船ダンベルゾーン || Balloon dumbbell zone || BalloonDumbbellZone || || 0 || 1 ||
|-
| /PLA/HYD/BSG/0 || ドラヤキゾーン || Drayer zone || DorayakiZone || || 0 || 1 ||
|-
| /PLA/HYD/BSG/0 || バトルシップ中ボスゾーン || Battleship during boss zone || BattleShipBossZone || || 0 || 1 ||
|-
| /PLA/HYD/Zone || 個別ゾーン || Individual zone || || || 0 || 1 ||
|-
| /PLA/HYD/Zone/0 || 蜂蜜うさぎ追いかけテスト || Honey rabbit chasing test || RabbitHoneyMoonTest || || 0 || 1 ||
|-
| /PLA/HYD/Zone/0 || 回転床オタキングテスト || Rotated floor otaking test || RotateFloorOtakingTest || || 0 || 1 ||
|-
| /PLA/HYD/Zone/0 || フローターオタキングテスト || Floater otaking test || FloaterOtakingTest || || 0 || 1 ||
|-
| /PLA/HYD/Zone/0 || キューブバブルチュートリアルゾーン || Cube bubble tutorial zone || CubeBubbleTutorialZone || || 0 || 1 ||
|-
| /PLA/HYD/Zone/0 || 雪タイルゾーン || Snow tile zone || SnowClearZone || || 0 || 1 ||
|-
| /PLA/HYD/Zone/0 || 泡EXサンプル || Foam EX sample || BubbleAcross || || 0 || 1 ||
|-
| /PLA/HYD/Zone/0 || フリップブロックゾーン || Flip block zone || FlipBlockZone || || 0 || 1 ||
|-
| /PLA/HYD/Zone/0 || 穴円筒ゾーン || Hole cylindrical zone || HoleCylinderZone || || 0 || 1 ||
|-
| /PLA/HYD/Zone/0 || 穴球ゾーン || Hole ball zone || HoleSphereZone || || 0 || 1 ||
|-
| /PLA/HYD/Zone/0 || ツインフォールゾーン || Twinfall Zone || TwinFallLakeZone || || 0 || 1 ||
|-
| /PLA/HYD/Zone/0 || ポイハナプラネットゾーン || Poihana Plastic Zone || PoihanaPlanetZone || || 0 || 1 ||
|-
| /PLA/HYD/Zone/0 || 上下さかさま塔ゾーン || Upper and lower Sakaasama Tower Zone || UpDownTowerZone || || 0 || 1 ||
|-
| /PLA/HYD/Zone/0 || NEW電撃ビリビリ惑星 || NEW Dengeki Billibiri Planet || BegomanHomePlanetZone || || 0 || 1 ||
|-
| /PLA/HYD/Zone/0 || 玉コロがけっぷち || Tamakoro Cliff || TestBallNarrowRoad || || 0 || 1 ||
|-
| /PLA/HYD/NewFolder || ドラヤキ提案 || Drayaki proposal || || || 0 || 1 ||
|-
| /PLA/HYD/NewFolder/0 || ドラヤキ表スター || Drayaki table star || DorayakiZone || || 0 || 1 ||
|-
| /PLA/HYD/NewFolder/0 || ドラヤキ裏スター || Drayaki back star || DorayakiToBottomZone || || 0 || 1 ||
|-
| /PLA/HYD/COC || ココツイン提案 || Koco -in proposal || || || 5 || 1 ||
|-
| /PLA/HYD/COC/0 || ココポイハナ || Coco Poihana || CocoPoihana || || 0 || 1 ||
|-
| /PLA/HYD/COC/0 || 重力変換ココツインゾーン || Gravity conversion Koco -in zone || CocoGChange || || 0 || 1 ||
|-
| /PLA/HYD/PNT || ピーナッツ提案 || Peanut proposal || || || 5 || 1 ||
|-
| /PLA/HYD/PNT/0 || ピーナッツウニゾー提案 || Peanut Unizo proposal || PeanutUnizo || || 0 || 1 ||
|-
| /PLA/HYD/PNT/0 || ピーナッツプロミネンス提案 || Peanut prominence proposal || PeanutSun || || 0 || 1 ||
|-
| /PLA/HYD/PNT/0 || ピーナッツベーゴマン提案 || Peanut Begoman proposal || PeanutBegoman || || 0 || 1 ||
|-
| /PLA/HYD/CLP || クリップ効果 || Clip effect || || || 5 || 1 ||
|-
| /PLA/HYD/CLP/0 || クリップフロアテスト || Clip floor test || ClipFloorTest || || 0 || 1 ||
|-
| /PLA/HYD/CLP/0 || クリップフロアテスト2 || Clip floor test 2 || SpotLightFloorTest || || 0 || 1 ||
|-
| /PLA/HYD/CLP/0 || テレサの暗闇部屋 || Teresa's dark room || SpotLight3DFloorTest || || 0 || 1 ||
|-
| /PLA/HYD/TPD || 三脚ボス || Tripod boss || || || 5 || 1 ||
|-
| /PLA/HYD/TPD/0 || 三脚ボスE3砲台下6→13キノピオ || Review Boss E3 Broadcast 6 → 13 Kinopio || TriPodBossE3_L6to10VerKinopio || || 0 || 1 ||
|-
| /PLA/HYD/TPD/0 || 三脚ボスE3砲台下6→13 || Rules Boss E3 Broadcast 6 → 13 || TriPodBossE3_L6to10Ver || || 0 || 1 ||
|-
| /PLA/HYD/TPD/0 || 三脚ボスE3砲台下6→14 || Rules Boss E3 below 6 → 14 || TriPodBossE3_L6to12Ver || || 0 || 1 ||
|-
| /PLA/HYD/TPD/0 || 三脚ボスE3砲台上6→8 || Rulvin Boss E3 Gansetto 6 → 8 || TriPodBossE3_U6to8Ver || || 0 || 1 ||
|-
| /PLA/HYD/TPD/0 || 三脚ボスE3砲台6 || Rules boss E3 turret 6 || TriPodBossE3Ver || || 0 || 1 ||
|-
| /PLA/HYD/TPD/0 || 三脚ボスE3砲台8 || Tripod boss E3 turret 8 || TriPodBossE3Lv2Ver || || 0 || 1 ||
|-
| /PLA/HYD/TPD/0 || 三脚ボスE3砲台12 || Rules boss E3 turret 12 || TriPodBossE3Lv3Ver || || 0 || 1 ||
|-
| /PLA/HYD/TPD/0 || 三脚ボスE3砲台下 || Breath boss E3 shell || TriPodBossE3LowVer || || 0 || 1 ||
|-
| /PLA/HYD/TPD/0 || 三脚ボステスト4月2nd || Tripod Bostest April 2nd || TriPodBossTestFourth || || 0 || 1 || A time, wow! While no year is specified, it is likely 2006. The developers seemed most interested in Megaleg during 2006; he is featured in demos and trailers shown in 2006, but none shown in 2007.
"April 2nd" possibly refers to the second such test of April, rather than a test that occurred on April 2.
|-
| /PLA/HYD/TPD/0 || 三脚ボステスト4月 || Boast Bostst April || TriPodBossTestThird || || 0 || 1 || Ditto.
|-
| /PLA/HYD/TPD/0 || 三脚ボステスト3月 || Rules Bostst March || TriPodBossTestHayashida2 || || 0 || 1 || Ditto.
|-
| /PLA/HYD/TPD/0 || 三脚ボステスト2月 || Tripod Bostest February || TriPodBossTestHayashida || || 0 || 1 || Ditto.
|-
| /PLA/HYD/MRC || メルカトル || Mercattle || || || 5 || 1 ||
|-
| /PLA/HYD/MRC/0 || 電撃びりびり迷路ボムヘイ || Dengeki Bomhei Bombhei || MercatorElecRailMazeBomb || || 0 || 1 ||
|-
| /PLA/HYD/MRC/0 || 電撃びりびり迷路ビリキュー || Dengeki Birthy Maze Birikyu || MercatorElecRailMaze || || 0 || 1 ||
|-
| /PLA/HYD/MRC/0 || 電撃びりびり迷路(地形バージョン) || Dengeki Birri Maze (terrain version) || MercatorElecRailMazeStatic || || 0 || 1 ||
|-
| /PLA/HYD/MRC/0 || 中氷迷路 || Middle ice maze || MercatorMiddleMaze || || 0 || 1 ||
|-
| /PLA/HYD/MRC/0 || 小氷迷路 || Small ice cage || MercatorSmallMaze || || 0 || 1 ||
|-
| /PLA/HYD/MRC/0 || ビリキュー回廊 || Virikyu corridor || MercatorPathPlanet || || 0 || 1 ||
|-
| /PLA/HYD/MRC/0 || ビリキュー回廊縦 || Villy queue corridor vertical || MercatorPathPlanetV || || 0 || 1 ||
|-
| /PLA/HYD/MRC/0 || メルカトル法テスト || Mercator Law Test || MercatorTest || || 0 || 1 ||
|-
| /PLA/HYD/NewFolder4 || テスト || test || || || 0 || 1 ||
|-
| /PLA/HYD/NewFolder4/0 || テスト || test || HayashidaTest || || 0 || 1 ||
|-
| /PLA/HYD/NewFolder4/0 || TestBall || TestBall || TestBall || || 0 || 1 ||
|-
| /PLA/HYD/NewFolder4/0 || TestBallHard || TestBallHard || TestBallHard || || 0 || 1 ||
|-
| /PLA/HYD/NewFolder4/0 || CubeMaze || CubeMaze || CubeMaze || || 0 || 1 ||
|-
| /PLA/HYD/NewFolder4/0 || 太陽系イメージ || Image of solar system || SolarSystemTest || || 0 || 1 ||
|-
| /PLA/HYD/NewFolder4/0 || 旧ワキミズ惑星ゾーン || Former Around Planetary Zone || SpringWaterPlanetZone1003 || || 0 || 1 ||
|-
| /PLA/HYD/NewFolder4/0 || 大泡移動ゾーン || Large foam movement zone || BubbleAcross || || 0 || 1 ||
|-
| /PLA/HYD/NewFolder4/0 || 巨大マップパーツテスト || Giant map parts test || Sandwich || || 0 || 1 ||
|-
| /PLA/HYD/NewFolder4/0 || 玉コロビッグスノー || Tamakoro Big Snow || IronBallSliderTest || || 0 || 1 ||
|-
| /PLA/HYD/NewFolder4/0 || ムッサーネタテスト || Musa Neta Test || WindValleyImage || || 0 || 1 ||
|-
| /PLA/HYD/NewFolder4/0 || スペースコロニーEX || Space Colony EX || SpaceColony || || 0 || 1 ||
|-
| /PLA/TJM || 辻村 || Tsujimura || || || 5 || 1 || [[Daisuke Tsujimura]]
|-
| /PLA/TJM/OCN || オーシャン || Ocean || || || 6 || 1 ||
|-
| /PLA/TJM/OCN/0 || ココツイン || Koco -in || CoCoTwinZone || || 0 || 1 ||
|-
| /PLA/TJM/OCN/0 || タコツボ || Octopus bumps || OctopusTrapZone || || 0 || 1 ||
|-
| /PLA/TJM/OCN/0 || フローターランドA || Floater land A || FloaterLandZone || A || 0 || 1 ||
|-
| /PLA/TJM/OCN/0 || フローターランドB || Floater land B || FloaterLandZone || B || 0 || 1 ||
|-
| /PLA/TJM/OCN/0 || フローターランドC || Floater land C || FloaterLandZone || C || 0 || 1 ||
|-
| /PLA/TJM/OCN/0 || フローターランドD || Floater land D || FloaterLandZone || D || 0 || 1 ||
|-
| /PLA/TJM/OCN/0 || 亀あてレクチャーゾーン || Turtle Lecture Zone || OceanTurtleLectureZone || || 0 || 1 ||
|-
| /PLA/TJM/LVA || 溶岩 || lava || || || 2 || 1 ||
|-
| /PLA/TJM/LVA/0 || 溶岩半球惑星 || Lava hemispherical planet || LavaPoolBZone || || 0 || 1 ||
|-
| /PLA/TJM/LVA/0 || 溶岩回転惑星 || Lava rotation planet || LavaPoolAZone || || 0 || 1 ||
|-
| /PLA/TJM/OCT || 実験 || experiment || || || 6 || 1 ||
|-
| /PLA/TJM/OCT/0 || 三脚Lv2 || Syujin Lv2 || TriPodBossLavaTest00Zone || || 0 || 1 ||
|-
| /PLA/TJM/OCT/0 || ファクトリー内側 || Inside the factory || FactoryInside || || 0 || 1 ||
|-
| /PLA/TJM/OCT/0 || おおあわ実験ゾーン || Ohwa experimental zone || BigBubbleTestZone || || 0 || 1 ||
|-
| /PLA/TJM/OCT/0 || 海洋回転惑星 || Ocean rotation planet || OceanRotatePlanetZone || || 0 || 1 ||
|-
| /PLA/SHI || 白井 || Shirai || || || 15 || 1 || [[Futoshi Shirai]]
|-
| /PLA/SHI/0 || ベルコンEX || Belcon EX || BeltConveyerExZone || || 0 || 1 ||
|-
| /PLA/SHI/0 || ファントムギャラクシー || Phantom Galaxy || PhantomGalaxy || || 0 || 1 ||
|-
| /PLA/SHI/0 || 重力回転バイキング || Gravity rotation buffet || CommonBlocks || || 0 || 1 ||
|-
| /PLA/SHI/0 || 音符実験 || Museum experiment || BattleMap2 || || 0 || 1 ||
|-
| /PLA/SHI/0 || うさぎ迷路キューブ || Rabbit maze cube || IceCubeStage || || 0 || 1 ||
|-
| /PLA/SHI/0 || エリンギ遺跡改 || Eringi land remains || EringiTornado || || 0 || 1 ||
|-
| /PLA/SHI/0 || エリンギEX(土星) || Eringi EX (Saturn) || SaturnEx || || 0 || 1 ||
|-
| /PLA/SHI/0 || トイステーション || Toy station || TrainPlanet || || 0 || 1 ||
|-
| /PLA/SHI/0 || スピンドライバー祭り || Spin River Festival || SpinDriverFestival || || 0 || 1 ||
|-
| /PLA/SHI/0 || 100匹クリボー || 100 animals || SlopeTest || || 0 || 1 ||
|-
| /PLA/SHI/0 || クリボーミニ惑星 || Criboe Mini Planet || MiniKuriStage || || 0 || 1 ||
|-
| /PLA/SHI/0 || J型キラー惑星 || J -type killer planet || JKillerStage || || 0 || 1 ||
|-
| /PLA/SHI/0 || ヨッシー惑星EX || Yoshi Planet EX || MercatorEx || || 0 || 1 ||
|-
| /PLA/SHI/0 || 惑星渡り継ぎネタ || Planet over || PlanetCollection || || 0 || 1 ||
|-
| /PLA/SHI/0 || 惑星無限回廊 || Planet an infinite corridor || InfinityLoopPlanet || || 0 || 1 ||
|-
| /PLA/SHI/0 || 惑星壁ジャンプ実験場 || Planetary wall jumping experimental site || WallJumpTest || || 0 || 1 ||
|-
| /PLA/SHI/0 || 汎用マップパーツ || General -purpose map parts || CommonMapParts || || 0 || 1 ||
|-
| /PLA/SHI/0 || エリンギ遺跡 || Eryngii ruins || Eringi || || 0 || 1 ||
|-
| /PLA/SHI/0 || エリンギ遺跡(0209) || Eringi Real Real (0209) || EringiKeep || || 0 || 1 ||
|-
| /PLA/SHI/0 || エリンギ遺跡(0120) || Eringi Land Reals (0120) || EringiBack || || 0 || 1 ||
|-
| /PLA/SHI/0 || 脳トレEX || Brain training EX || NoEx || || 0 || 1 ||
|-
| /PLA/SHI/0 || ヨッシーDPD || Yoshi DPD || YoshiDpdNew || || 0 || 1 ||
|-
| /PLA/SHI/0 || ジャングルクルーズDPD || Jungle Cruise DPD || AmidaExNew || || 0 || 1 ||
|-
| /PLA/SHI/0 || 和風EX || Japanese style EX || KomaEX || || 0 || 1 ||
|-
| /PLA/SHI/0 || アナボコEX || Anaboko EX || SampleEX || || 0 || 1 ||
|-
| /PLA/SHI/0 || シーソーEX || Seiso EX || SeesawEx || || 0 || 1 ||
|-
| /PLA/SHI/0 || コインホップEX || Coin hop EX || CoinEx || || 0 || 1 ||
|-
| /PLA/SHI/0 || スターEX || Star EX || StarEx || || 0 || 1 ||
|-
| /PLA/SHI/0 || ディグダグキューブEX || Diga dug cube EX || BrokenStar || || 0 || 1 ||
|-
| /PLA/SHI/0 || トレインステーション || Train station || Bridge || || 0 || 1 ||
|-
| /PLA/SHI/0 || バッタンドミノ || Grasshopper || Domino || || 0 || 1 ||
|-
| /PLA/SHI/0 || スペースバイキング || Space buffet || SpaceShip || || 0 || 1 ||
|-
| /PLA/SHI/0 || 島惑星ドルピック || Island Planet Dolpic || dolphin || || 0 || 1 ||
|-
| /PLA/SHI/0 || くるくるEX || Kurukurukuru EX || MapParts || || 0 || 1 ||
|-
| /PLA/SHI/0 || 太陽EX || Sun EX || Saturn || || 0 || 1 ||
|-
| /PLA/SHI/0 || 汎用マップパーツ || General -purpose map parts || CommonMapParts || || 0 || 1 ||
|-
| /PLA/SHI/0 || 汎用積木マップパーツ || General -purpose bracket map parts || CommonBlocks || || 0 || 1 ||
|-
| /PLA/SHI/0 || スペースパーク || Space park || Dokan || || 0 || 1 ||
|-
| /PLA/SHI/0 || レボコン || Revocon || Revocon || || 0 || 1 ||
|-
| /PLA/KBT || 川端 || Kawabata || || || 8 || 1 || [[Toshihiro Kawabata]]
|-
| /PLA/KBT/TMP || 作業用 || For work || || || 8 || 1 ||
|-
| /PLA/KBT/TMP/0 || TempMapA || TempMapA || TempMapA || || 0 || 1 ||
|-
| /PLA/KBT/TMP/0 || TempMapB || TempMapB || TempMapB || || 0 || 1 ||
|-
| /PLA/KBT/TMP/0 || TempMapC || TempMapC || TempMapC || || 0 || 1 ||
|-
| /PLA/KBT/TMP/0 || TempMapD || TempMapD || TempMapD || || 0 || 1 ||
|-
| /PLA/KBT/TMP/0 || TempMapE || TempMapE || TempMapE || || 0 || 1 ||
|-
| /PLA/KBT/TMP/0 || JmapTest || JmapTest || JmapTest || || 0 || 1 ||
|-
| /PLA/KBT/TMP/0 || ConfigTestStage || ConfigTestStage || ConfigTestStage || || 0 || 1 ||
|-
| /PLA/KBT/TMP/0 || T7fTestStage || T7fTestStage || T7fTestStage || || 0 || 1 ||
|-
| /PLA/KBT/0 || オニマス惑星ゾーン || Onimus planet zone || OnimasuZone || || 0 || 1 ||
|-
| /PLA/KBT/0 || ゴルフ惑星A || Golf Planet A || GolfPlanet || A || 0 || 1 ||
|-
| /PLA/KBT/0 || ゴルフ惑星B || Golf Planet B || GolfPlanet || B || 0 || 1 ||
|-
| /PLA/KBT/0 || ゴルフ惑星C || Golf Planet C || GolfPlanet || C || 0 || 1 ||
|-
| /PLA/KBT/0 || どうぶつのマップ || Animal map || DrumMap || || 0 || 1 ||
|-
| /PLA/KBT/0 || キューブステージ || Cube stage || CubeCubeCube || || 0 || 1 ||
|-
| /PLA/KBT/0 || E3用EXステージ || EX stage for E3 || E3Ex || || 0 || 1 ||
|-
| /PLA/KBT/0 || StarManFort2 || StarManFort2 || StarManFort2 || || 0 || 1 ||
|-
| /PLA/KBT/0 || StarManMap || StarManMap || StarManMap || || 0 || 1 ||
|-
| /PLA/kkn || かきぬま || Kakinuma || || || 10 || 1 || [[Haruka Kakinuma]]
|-
| /PLA/kkn/NewFolder6 || クッパ戦Vs3ギャラクシー || Battle VS3 Galaxy || || || 0 || 1 ||
|-
| /PLA/kkn/NewFolder6/0 || クッパ戦Vs3本戦 || Battle VS3 Battle || KoopaBattleVs3BossZone || || 0 || 1 ||
|-
| /PLA/kkn/NewFolder6/0 || クッパ戦Vs3ギャラクシー || Battle VS3 Galaxy || KoopaBattleVs3Galaxy || || 0 || 1 ||
|-
| /PLA/kkn/NewFolder5 || ファントムギャラクシー || Phantom Galaxy || || || 5 || 1 ||
|-
| /PLA/kkn/NewFolder5/0 || クモの巣ゾーン(0220試作) || Spider nest zone (0220 prototype) || PhantomNest0220Zone || || 0 || 1 ||
|-
| /PLA/kkn/NewFolder5/0 || ぽよぽよ惑星ゾーン || Poyopoyo Planetary Zone || PoyoPoyoPlanetZone || || 0 || 1 ||
|-
| /PLA/kkn/NewFolder5/0 || ファントム星クズの星ゾーン || Phantom Star Kuzu's Star Zone || PhantomStarDustPlanetZone || || 0 || 1 ||
|-
| /PLA/kkn/NewFolder5/0 || ファントムクモの巣ゾーン || Phantom mud nest zone || PhantomNestZone || || 0 || 1 ||
|-
| /PLA/kkn/NewFolder5/0 || ファントム穴ぼこゾーン || Phantom holes Boko Zone || PhantomHoleZone || || 0 || 1 ||
|-
| /PLA/kkn/NewFolder5/0 || ファントム氷メイロ惑星ゾーン || Phantom ice Mayiro planet zone || PhantomIceMaze || || 0 || 1 ||
|-
| /PLA/kkn/NewFolder5/0 || ファントム宇宙墓場ゾーン || Phantom Space Graveyard Zone || PhantomSpaceGraveyard || || 0 || 1 ||
|-
| /PLA/kkn/NewFolder5/0 || ファントムトゥームスパイダーゾーン || Phantom Tomb Spider Zone || PhantomBossSpider || || 0 || 1 ||
|-
| /PLA/kkn/NewFolder5/0 || ファントム星のたまごゾーン || Phantom star egg zone || StarEggMapZone || || 0 || 1 ||
|-
| /PLA/kkn/NewFolder4 || 溶岩ギャラクシー || Lava galaxy || || || 5 || 1 ||
|-
| /PLA/kkn/NewFolder4/0 || 溶岩ホーム || Lava platform || LavaHome || || 0 || 1 ||
|-
| /PLA/kkn/NewFolder3 || テスト || test || || || 10 || 1 ||
|-
| /PLA/kkn/NewFolder3/NewFolder3 || キャノンフリートG関連 || Cannon Fleet G related || || || 0 || 1 ||
|-
| /PLA/kkn/NewFolder3/NewFolder3/0 || 2D重力回転ゾーン || 2D gravity rotation zone || CanonTurnOverZone || || 0 || 1 ||
|-
| /PLA/kkn/NewFolder3/NewFolder2 || ヘルプロミネンスG関連 || Hell Prominence G related || || || 0 || 1 ||
|-
| /PLA/kkn/NewFolder3/NewFolder2/0 || 新生平面EX || Shinsei plane EX || NewPlaneEX || || 0 || 1 ||
|-
| /PLA/kkn/NewFolder3/NewFolder || クッパ戦 || War || || || 0 || 1 ||
|-
| /PLA/kkn/NewFolder3/NewFolder/0 || クッパ戦vs1テスト || Battle VS1 Test || KoopaBattleVS1MapTest || || 0 || 1 ||
|-
| /PLA/kkn/NewFolder3/0 || スターラインテスト || Star Line test || StarLineTest || || 0 || 1 ||
|-
| /PLA/kkn/NewFolder3/0 || バースデーケーキステージ || Birthday cake stage || BirthdayCakeStage || || 0 || 1 ||
|-
| /PLA/kkn/NewFolder3/0 || KakiTestStage || KakiTestStage || KakiTestStage || || 0 || 1 ||
|-
| /PLA/kkn/NewFolder3/0 || ★花咲く惑星竹内さん用(もぐっちいます) || ★ For the flower blooming planet Takeuchi || FlowerPlanetTakeuchi || || 0 || 1 ||
|-
| /PLA/kkn/NewFolder3/0 || テレサマリオコースゾーンバグ検出用 || For Teresa Mario Course Zone Bug detection || TeresaMarioCourseZoneBag || || 0 || 1 ||
|-
| /PLA/kkn/NewFolder3/0 || 3つの木 || Three trees || ThreeTreePlanet || || 0 || 1 ||
|-
| /PLA/kkn/NewFolder3/0 || 浮島テストマップ || Ukishima test map || SpringWaterFloaterTest || || 0 || 1 ||
|-
| /PLA/kkn/NewFolder3/0 || メルカトルテストマップ || Mercattle test map || MercatorTestMap || || 0 || 1 ||
|-
| /PLA/kkn/NewFolder3/0 || ワキミズ惑星古い(林田さんに貰った古いver.) || Wakimizu planet old (old ver from Mr. Hayashida) || SpringWaterPlanetZoneOld || || 0 || 1 ||
|-
| /PLA/kkn/NewFolder3/0 || ワキミズ浮島惑星B(実験中) || Wakimizu Ukishima Planet B (during experiment) || SmallSpringWaterPlanetB || || 0 || 1 ||
|-
| /PLA/kkn/NewFolder3/0 || ワキミズ浮島惑星(実験中) || Wakimizu Ukishima Planet (during experiment) || SmallSpringWaterPlanet || || 0 || 1 ||
|-
| /PLA/kkn/NewFolder3/0 || 柿沼用溶岩ホーム || Lava platform for Kakinuma || LavaHomeKakinuma || || 0 || 1 ||
|-
| /PLA/kkn/NewFolder3/0 || 横部さん用溶岩ホーム || Lava platform for skiing || LavaHomeYokobe || || 0 || 1 ||
|-
| /PLA/kkn/NewFolder3/0 || ブロックテスト || Block test || BlockTestMap || || 0 || 1 ||
|-
| /PLA/kkn/NewFolder3/0 || くも床テスト || Kumo floor test || PhantomSpider || || 0 || 1 ||
|-
| /PLA/kkn/NewFolder3/0 || 古い星くずの星 || Older stars || StarDustPlanet || || 0 || 1 ||
|-
| /PLA/kkn/NewFolder3/0 || 星のたまごテストバグ || Star egg test bug || StarEggMapBag || || 0 || 1 ||
|-
| /PLA/kkn/NewFolder3/0 || 土管テスト || Clay pipe test || PipeTestMap || || 0 || 1 ||
|-
| /PLA/kkn/NewFolder3/0 || 音符オブジェ || Note object || NoteObjStageA || || 0 || 1 ||
|-
| /PLA/kkn/NewFolder3/0 || オタロック:溶岩ホーム火山内部 || Otarock: Inside the Lava Home Volcano || OtaRockStage || || 0 || 1 ||
|-
| /PLA/kkn/NewFolder3/0 || 新べーゴマン連星 || New Begoman Ren || BegomanIslandB || || 0 || 1 ||
|-
| /PLA/kkn/NewFolder3/0 || 電撃ビリビリ惑星 || Dengeki Biribiri Planet || ElectricStage || || 0 || 1 ||
|-
| /PLA/kkn/NewFolder3/0 || テストステージE3 || Test stage E3 || KakinumaTest || || 0 || 1 ||
|-
| /PLA/kkn/NewFolder2 || ファントムケイブギャラクシー || Phantom Cave Galaxy || || || 5 || 1 ||
|-
| /PLA/kkn/NewFolder2/0 || テレサマリオコースゾーン || Teresa Mario Course Zone || TeresaMarioCourseZone || || 0 || 1 ||
|-
| /PLA/kkn/NewFolder2/0 || ポールウニゾー惑星 || Paul Unizo planet || PoleUnizoZone || || 0 || 1 ||
|-
| /PLA/kkn/NewFolder2/0 || J字水惑星 || J -shaped water planet || JWaterZone || || 0 || 1 ||
|-
| /PLA/kkn/NewFolder2/0 || ウサギと亀と月ゾーン || Rabbit, turtle and moon zone || RabbitMoonZone || || 0 || 7 ||
|-
| /PLA/kkn/NewFolder || フォレストギャラクシー || Forest Galaxy || || || 5 || 1 ||
|-
| /PLA/kkn/NewFolder/0 || 花咲く惑星ゾーン || Flowering planet zone || FlowerPlanetZone || || 0 || 1 ||
|-
| /PLA/ikkaku || 一角 || Ikkaku || || || 0 || 1 || [[Takayuki Ikkaku]]
|-
| /PLA/ikkaku/0 || あわEX(A) || Bubble EX (A) || CubeBubbleEXAZone || || 0 || 1 ||
|-
| /PLA/ikkaku/0 || あわEX(B) || Bubble EX (B) || CubeBubbleEXBZone || || 0 || 1 ||
|-
| /PLA/ikkaku/0 || あわEX(C) || Bubble EX (C) || CubeBubbleEXCZone || || 0 || 1 ||
|-
| /PLA/ikkaku/0 || あわEX(D) || Bubble EX (D) || CubeBubbleExDZone || || 0 || 1 ||
|-
| /PLA/ikkaku/0 || かつてのタイムアタックゾーン || Former time attack zone || OldTimeAttackZone || || 0 || 1 ||
|-
| /PLA/ikkaku/0 || まゆEX || Mayu EX || CocoonEXZone || || 0 || 1 ||
|-
| /PLA/ikkaku/0 || キャノン砲Gキャプチャゾーン || Canon gun G capture zone || CannonGCaptureZone || || 0 || 1 ||
|-
| /PLA/ikkaku/0 || タイムアタックゾーン・一角試作 || Time Attack Zone / Square Prototype || IkkakuTimeAttackZone || || 0 || 1 ||
|-
| /PLA/ikkaku/0 || アステロイドベルトゾーン || Asteroid belt zone || AsteroidBeltZone || || 0 || 1 ||
|-
| /PLA/ikkaku/0 || かべわたり(A)ゾーン || Kabawa (A) Zone || WallCrossAZone || || 0 || 1 ||
|-
| /PLA/ikkaku/0 || かべわたり(B)ゾーン || Kabawa (B) zone || WallCrossBZone || || 0 || 1 ||
|-
| /PLA/ikkaku/0 || 天文台外側負荷実験 || Observatory outside the outside load experiment || IkkakuAstroGalaxy || || 0 || 1 ||
|-
| /PLA/ikkaku/0 || キノピオの挑戦状 || Kinopio challenge letter || IkkakuTest || || 0 || 1 ||
|-
| /PLA/菅野 || 菅野 || Kanno || || || 0 || 1 || [[Ryutaro Kanno]]
|-
| /PLA/菅野/0 || ボルケーノプラネットテスト || Volcano Planet Test || VolcanoPlanetZone || || 0 || 1 ||
|-
| /PLA/菅野/0 || アイスマウンテンテスト || Iced Ice Mountain Test || IceMountainZone || || 0 || 1 ||
|-
| /PLA/菅野/0 || 暗闇2 || Darkness 2 || PhantomDarknessRoomZone || || 0 || 1 ||
|-
| /PLA/菅野/0 || 重力反転2D || Gravity reversal 2D || TestMapKannoA || || 0 || 1 ||
|-
| /DES || デザイナー試作 || Designer prototype || || || 10 || 1 ||
|-
| /DES/HashimotoTest || 橋本 || Hashimoto || || || 0 || 1 || [[Kazunori Hashimoto]]
|-
| /DES/HashimotoTest/0 || 橋本テストステージ1 || Hashimoto Test Stage 1 || HashimotoTest || || 0 || 1 ||
|-
| /DES/HashimotoTest/0 || 橋本テストステージ2 || Hashimoto Test Stage 2 || HashimotoTest2Map || || 0 || 1 ||
|-
| /DES/NewFolder2 || 竹村 || Takemura || || || 0 || 1 || [[Hiromu Takemura]]
|-
| /DES/NewFolder2/0 || 試作1(TakemuraTestA) || Prototype 1 (TakemuraTestA) || TakemuraTestA || || 0 || 1 ||
|-
| /DES/NewFolder2/0 || 試作2(TakemuraTestB) || Prototype 2 (TakemuraTestB) || TakemuraTestB || || 0 || 1 ||
|-
| /DES/SNM || 新元 || Shingen || || || 15 || 1 ||
|-
| /DES/SNM/0 || アイスマウンテン || Ice mountain || TestMapKannoB || A || 0 || 1 ||
|-
| /DES/SNM/CAM || 球状カメラテスト || Globic camera test || || || 15 || 1 ||
|-
| /DES/SNM/CAM/0 || 球状カメラテスト1 || Glossy camera test 1 || SphereCameraTest01a || || 0 || 1 ||
|-
| /DES/SNM/CAM/0 || 球状カメラテスト2 || Glossy camera test 2 || SphereCameraTest02b || || 0 || 1 ||
|-
| /DES/SNM/CAM/0 || 球状カメラテスト3 || Glossy camera test 3 || SphereCameraTest03c || || 0 || 1 ||
|-
| /DES/SNM/0 || 蟻の巣 || Ant's nest || AntNest || || 0 || 1 ||
|-
| /DES/SNM/0 || オーシャンリング実験 || Oceaning experiment || PlanetTwinPlane || || 0 || 1 ||
|-
| /DES/SNM/0 || プチプラネット火山 || Petit Planet Volcano || PuchiPlanetVolcano || || 0 || 1 ||
|-
| /DES/SNM/0 || 鳥と昆虫の惑星(散策地形) || Planets for birds and insects (stroll terrain) || GravityGlobe || || 0 || 1 ||
|-
| /DES/SNM/0 || アリンコ実験 || Arinko experiment || AntNestTest || || 0 || 1 ||
|-
| /DES/SNM/0 || 砂漠実験 || Desert experiment || DesertTest || || 0 || 1 ||
|-
| /DES/SNM/0 || 平面Ex || Plaid EX || PlaneEx || || 0 || 1 ||
|-
| /DES/SNM/0 || 鳥と昆虫の惑星(NEWバージョン) || Planet of birds and insects (NEW version) || FlightMap || || 0 || 1 ||
|-
| /DES/SNM/0 || クライマーズハイ || Climbers High || ClimbHigh || || 0 || 1 ||
|-
| /DES/SNM/0 || 宇宙の墓場(廃ロケット含む) || Space Graveyard (including abandoned rockets) || SpaceCemetery || || 0 || 1 ||
|-
| /DES/SNM/0 || 貝殻惑星(溶岩ギャラクシー) || Shell planet (lava galaxy) || ShellLava || || 0 || 1 ||
|-
| /DES/SNM/0 || 溶岩メテオ(溶岩ギャラクシー) || Lava Meteor (lava galaxy) || LavaMeteo || || 0 || 1 ||
|-
| /DES/SNM/0 || グリーンフォレスト || Green forest || GreenForest || || 0 || 1 ||
|-
| /DES/三脚 || 細野 || Hosono || || || 15 || 1 || [[Takeshi Hosono]]
|-
| /DES/三脚/NewFolder4 || 三脚サンプル || Tripod sample || || || 0 || 1 ||
|-
| /DES/三脚/NewFolder4/0 || 三脚サンプルA || Tripod sample A || TriPodBossZoneSampleA || A || 0 || 1 ||
|-
| /DES/三脚/NewFolder4/0 || 三脚サンプルB || Tripod sample B || TriPodBossZoneSampleB || A || 0 || 1 ||
|-
| /DES/三脚/New || スカルシャークボス || Skals Shak Boss || || || 0 || 1 ||
|-
| /DES/三脚/New/0 || スカルシャークボス(シンプル) || Skull Shak Boss (Simple) || SubmarineVolcanoPlanetZoneB || A || 0 || 1 ||
|-
| /DES/三脚/NewFolder3 || サンドゴーレム || Sand golem || || || 0 || 1 ||
|-
| /DES/三脚/NewFolder3/0 || サンドゴーレムピラミッド型 || Sand Golem Pyramid type || KoopaJrDriverGalaxy0528b || || 0 || 1 ||
|-
| /DES/三脚/NewFolder3/0 || サンドゴーレム逆さバージョン || Sand Golem Upside -down version || KoopaJrDriverGalaxy0527 || || 0 || 1 ||
|-
| /DES/三脚/NewFolder3/0 || サンドゴーレムシリンダー型 || Sandgolem cylinder type || KoopaJrDriverGalaxy0524 || || 0 || 1 ||
|-
| /DES/三脚/NewFolder2 || 検証用 || Verification || || || 0 || 1 ||
|-
| /DES/三脚/NewFolder2/0 || サンドゴーレムテスト || Sand Golem test || KoopaJrDriverGalaxy0524 || A || 0 || 1 ||
|-
| /DES/三脚/NewFolder2/0 || 球状ボーリング || Spherical bowling || HosonoBossTestF || || 0 || 1 ||
|-
| /DES/三脚/NewFolder2/0 || ワイヤー重力サンプル || Wire gravity sample || HosonoBossTestC || || 0 || 1 ||
|-
| /DES/三脚/NewFolder2/0 || アイスボーリング || Ice boring || HosonoBossTestD || || 0 || 1 ||
|-
| /DES/三脚/NewFolder2/0 || ハーフパイプスケート || Half pipe skating || HosonoBossTestE || || 0 || 1 ||
|-
| /DES/三脚/NewFolder2/0 || テスト || test || HosonoBossTestD || || 0 || 1 ||
|-
| /DES/三脚/NewFolder || フォレスト || Forest || || || 0 || 1 ||
|-
| /DES/三脚/NewFolder/0 || ハニークイーン惑星確認用 || Honey Queen For Confirmation || HoneyQueenZoneTmp || A || 0 || 1 ||
|-
| /DES/三脚/NewFolder/0 || フォレストボス惑星確認用 || Forest boss for confirmation || HoneyQueenBattleTest9 || A || 0 || 1 ||
|-
| /DES/三脚/NewFolder/NewFolder || 検証履歴 || Verification history || || || 0 || 1 ||
|-
| /DES/三脚/NewFolder/NewFolder/0 || ボスカメムシ最新 || Boskemugi latest || HoneyQueenBattleTest7 || || 0 || 1 ||
|-
| /DES/三脚/NewFolder/NewFolder/0 || プリミティブ検証 || Primitive verification || HoneyQueenBattleTest4 || || 0 || 1 ||
|-
| /DES/三脚/NewFolder/NewFolder/0 || ボスカメムシ戦(旧) || Battle Battle Battle (Old) || HoneyQueenBattleTest6 || || 0 || 1 ||
|-
| /DES/三脚/NewFolder/NewFolder/0 || ハニークイーン戦その3 || Honey Queen Battle Part 3 || HoneyQueenBattleTest3 || || 0 || 1 ||
|-
| /DES/三脚/NewFolder/NewFolder/HonetQueenBattle2 || ハニークイーン戦その2 || Honey Queen Battle Part 2 || || || 0 || 1 ||
|-
| /DES/三脚/NewFolder/NewFolder/HonetQueenBattle2/0 || LV2 || LV2 || HoneyQueenBattleTest2LV2 || || 0 || 1 ||
|-
| /DES/三脚/NewFolder/NewFolder/HonetQueenBattle2/0 || LV1 || LV1 || HoneyQueenBattleTest2LV1 || || 0 || 1 ||
|-
| /DES/三脚/NewFolder/NewFolder/0 || ハニークイーン戦その1 || Honey Queen Battle Part 1 || HoneyQueenBattleTest1 || || 0 || 1 ||
|-
| /DES/三脚/0 || 海底火山惑星リファイン || Seabed Volcano Planet Refein || TestMapG13 || || 0 || 1 ||
|-
| /DES/三脚/0 || 跳ね返りコードテスト || Bouncing code test || TestMapG12 || || 0 || 1 ||
|-
| /DES/三脚/0 || マップパーツサンプル地形 || Map parts sample terrain || TestMapG10 || || 0 || 1 ||
|-
| /DES/三脚/0 || オーシャンリングテスト || Ocean ring test || OceanRingHosonoZone || || 0 || 1 ||
|-
| /DES/三脚/0 || 海底火山惑星 || Seabed volcano planet || SubmarineVolcanoPlanetZone || || 0 || 1 ||
|-
| /DES/三脚/0 || メルカトルサンプル || Mercattle sample || TestMapG3 || || 0 || 1 ||
|-
| /DES/三脚/0 || LODテストステージ || LOD test stage || LODTestStage || || 0 || 1 ||
|-
| /DES/三脚/ONS || 温泉わくわく星 || Hot spring exciting star || || || 15 || 1 ||
|-
| /DES/三脚/ONS/0 || オタクイーン戦 || Otaku Eien Battle || HotSpringPlanet || A || 0 || 1 ||
|-
| /DES/三脚/ONS/0 || オタクロック戦 || Otaku rock battle || HotSpringPlanet || B || 0 || 1 ||
|-
| /DES/三脚/ONS/0 || オタキング戦 || Otaking battle || HotSpringPlanet || C || 0 || 1 ||
|-
| /DES/三脚/ONS/0 || 芋煮会パーティー || Potato party party || HotSpringPlanet || D || 0 || 1 ||
|-
| /DES/三脚/ONS/0 || 水流スライダー || Water flow slider || HotSpringPlanet || E || 0 || 1 ||
|-
| /DES/三脚/ONS/0 || 赤コインDPD || Red coin DPD || HotSpringPlanet || F || 0 || 1 ||
|-
| /DES/三脚/ONS/0 || 天空のシャイン || Shine in the sky || HotSpringPlanet || G || 0 || 1 ||
|-
| /DES/三脚/ONS/0 || チャレンジコース || Challenge course || HotSpringPlanet || H || 0 || 1 ||
|-
| /DES/三脚/ONS/0 || スライダーシナリオ1 || Slider scenario 1 || HotSpringPlanetSlider || A || 0 || 1 ||
|-
| /DES/三脚/ONS/0 || スライダーシナリオ2 || Slider scenario 2 || HotSpringPlanetSlider || B || 0 || 1 ||
|-
| /DES/三脚/ONK || 温泉わくわく星再編 || Hot spring exciting star reorganization || || || 15 || 1 ||
|-
| /DES/三脚/ONK/0 || ロープネタA || Rope Neta A || RopeTestStageA || || 0 || 1 ||
|-
| /DES/三脚/ONK/0 || ロープネタB || Rope Neta B || RopeTestStageB || || 0 || 1 ||
|-
| /DES/三脚/ONK/0 || 滑りロープA || Slipping rope A || SlidingRopeTestStageA || || 0 || 1 ||
|-
| /DES/三脚/ONK/0 || 滑りロープB || Slipping rope B || SlidingRopeTestStageB || || 0 || 1 ||
|-
| /DES/三脚/ONK/0 || タコボー || Octopus || TakoboTestStageA || || 0 || 1 ||
|-
| /DES/三脚/ONK/0 || ミニオタクロック || Mini ota clock || OtakuRockTestStage || || 0 || 1 ||
|-
| /DES/三脚/0 || 球面地形 || Spherical terrain || TestMapC || || 0 || 1 ||
|-
| /DES/三脚/0 || フォグテスト || Fog test || FogTestStage || || 0 || 1 ||
|-
| /DES/三脚/0 || コンボ実験場 || Combo experimental site || ComboStage || || 0 || 1 ||
|-
| /DES/三脚/0 || サル山温泉惑星 || Salan Onsen planet || TestMapA || || 0 || 1 ||
|-
| /DES/三脚/0 || キューブ || Cube || TestMapB || || 0 || 1 ||
|-
| /DES/三脚/0 || ウッドブロック || Wood block || WoodBlockTestStageA || || 0 || 1 ||
|-
| /DES/MZK || 松崎 || Matsuzaki || || || 15 || 1 || [[Yasuhiko Matsuzaki]]
|-
| /DES/MZK/0 || 城実験 || Castle experiment || Castle || || 0 || 1 ||
|-
| /DES/MZK/0 || ディスク惑星 || Disk planet || DiskMap1 || || 0 || 1 ||
|-
| /DES/MZK/0 || ディスクワールド || Disk world || PlanetAir || || 0 || 1 ||
|-
| /DES/MZK/0 || 宇宙ステーション実験 || Space station experiment || MatsuzakiTestMap || || 0 || 1 ||
|-
| /DES/MSI || 三島 || Mishima || || || 15 || 1 || [[Atsushi Mishima]]
|-
| /DES/MSI/0 || 背景SIMatライトON || Background SIMat Light on || TestMat || || 0 || 1 ||
|-
| /DES/MSI/0 || 背景SIMatライトOFF || Background SIMat Light OFF || TestMatNew || || 0 || 1 ||
|-
| /DES/MSI/0 || 背景ライトOFF || Background light OFF || TestMatLightOff || || 0 || 1 ||
|-
| /DES/MSI/0 || 背景ライトON || Background light ON || TestMatLightOnly || || 0 || 1 ||
|-
| /DES/MSI/0 || テストマップ || Test map || Mishima || || 0 || 1 ||
|-
| /DES/YGK || 山口(一美) || Yamaguchi (Kazumi) || || || 15 || 1 || [[Kazumi Yamaguchi]]
|-
| /DES/YGK/0 || HDRテスト || HDR test || HdrTestMap || || 0 || 1 ||
|-
| /DES/YGK/0 || フォグ影テスト || Fog shadow test || FogShadowTest || || 0 || 1 ||
|-
| /DES/YGK/0 || 落花星 || Peanut star || Peanut || || 0 || 1 ||
|-
| /DES/YGK/0 || どら焼き要塞 || Dorayaki fortress || DorayakiAndBlock || || 0 || 1 ||
|-
| /DES/YGK/0 || おでん惑星つみれ || Oden planet Tsukure || OdenTumire || || 0 || 1 ||
|-
| /DES/YGK/0 || おでん惑星じゃがいも || Oden planet potatoes || Potatos || || 0 || 1 ||
|-
| /DES/YGK/0 || 温泉わくわく星リファイン || Hot spring exciting star Riffine || HotSpringPlanetR || || 0 || 1 ||
|-
| /DES/YGK/0 || ョッシーダウンヒル || Yoshi downhill || YosshiDownHill || || 0 || 1 ||
|-
| /DES/YGK/0 || スノーパーク || Snow park || BigSnowMountainA || || 0 || 1 ||
|-
| /DES/YGK/0 || ョッシートラック || Yoshi track || YosshiTrack || || 0 || 1 ||
|-
| /DES/YGK/0 || ビッグトラック || Big track || BigTrack || || 0 || 1 ||
|-
| /DES/YGK/0 || 水の星 || Water star || MiniPlanetAqua || || 0 || 1 ||
|-
| /DES/YGK/0 || オーバーザ山 || Over The Mountain || OverTheMountain || || 0 || 1 ||
|-
| /DES/YGK/0 || 64スライダー || 64 slider || SnowAndPeachSlider || || 0 || 1 || A recreation of The Princess's Secret Slide from Super Mario 64? Also one of the maps listed in /ObjectData/BathtubPlanet.arc/bathtubplanet/jmap.ini.
|-
| /DES/YGK/0 || らせんスライダー || Spiral slider || TestSpiralMap || || 0 || 1 || Another one of the maps listed in /ObjectData/BathtubPlanet.arc/bathtubplanet/jmap.ini.
|-
| /DES/YKB || 横部 || Yokobe || || || 15 || 1 || [[Masaki Yokobe]]
|-
| /DES/YKB/0 || ムシクイ惑星 || Mushikui planet || WarmEatenPlanetTest || || 0 || 1 ||
|-
| /DES/YKB/0 || ムシクイ惑星ロングバージョン || Mushikui Planet Long Version || WarmEatenPlanetTestB || || 0 || 1 ||
|-
| /DES/YKB/0 || コロニー || Colony || ColonyLarge || || 0 || 1 ||
|-
| /DES/YKB/0 || コロニー2 || Colony 2 || ColonySmall || || 0 || 1 ||
|-
| /DES/YKB/0 || チューブ惑星 || Tube planet || TubePlanet || || 0 || 1 ||
|-
| /DES/YKB/0 || モルモットコロニー || Guinea pig colony || BevelErrorTest || || 0 || 1 ||
|-
| /DES/YKB/0 || 魔法の森 || Magical forest || MagicalForest || || 0 || 1 ||
|-
| /DES/YKB/0 || 魔法の森球状地形 || Magical Forestball -like terrain || MagicalForestSphere || || 0 || 1 ||
|-
| /DES/YKB/0 || 氷の立体迷路惑星 || Ice three -dimensional maze planet || LabyrinthPlanet || || 0 || 1 ||
|-
| /DES/YKB/0 || パックンプラネットテスト || Packon Planet Test || PukkunPlanet || || 0 || 1 ||
|-
| /DES/YKB/0 || 多重エリンギ惑星 || Multiple eryngii planet || PlanetStageTest || || 0 || 1 ||
|-
| /DES/YKB/0 || 緑ヶ丘惑星 || Midorigaoka planet || GreenHillPlanet || || 0 || 1 ||
|-
| /DES/YKB/0 || マキシマムテスト1 || Maximum Test 1 || MaximumMapTest || || 0 || 1 ||
|-
| /DES/YKB/0 || マキシマムテスト2 || Maximum Test 2 || MaximumMapTestNew || || 0 || 1 ||
|-
| /DES/YKB/0 || マキシマムテストLOD01 || Maximum test LOD01 || MaximumMapTestLodA || || 0 || 1 ||
|-
| /DES/YKB/0 || 海底火山惑星(ノーマルマップ) || Seabed volcano planet (normal map) || NormalMapTest || || 0 || 1 ||
|-
| /DES/MTO || 元倉 || Motokura || || || 15 || 1 || [[Kenta Motokura]]
|-
| /DES/MTO/0 || テストマップ1 || Test map 1 || MotokuraTestMap || || 0 || 1 ||
|-
| /DES/MTO/0 || テストマップ2 || Test map 2 || MotokuraTestMapNew || || 0 || 1 ||
|-
| /DES/NewFolder || 清水(卓) || Shimizu (Taku) || || || 0 || 1 || [[Takuro Shimizu]]
|-
| /DES/NewFolder/0 || TestA || TestA || ShimizuTakuroTestA || || 0 || 1 ||
|-
| /DES/NewFolder/0 || TestB || TestB || ShimizuTakuroTestB || || 0 || 1 ||
|-
| /PRG || プログラマー試作 || Programmer prototype || || || 10 || 1 ||
|-
| /PRG/OYG || 青柳 || Aoyagi || || || 15 || 1 || [[Norihiro Aoyagi]]
|-
| /PRG/OYG/0 || 2脚テスト || Two -legged test || TwoLegTest || || 0 || 1 || Related to the unused TwoLegWalker?
|-
| /PRG/OYG/Gravity || 重力関連 || Gravity -related || || || 0 || 1 ||
|-
| /PRG/OYG/Gravity/0 || グローバル重力テスト || Global gravity test || GlobalGravityTest || || 0 || 1 ||
|-
| /PRG/OYG/Gravity/0 || 重力追随テスト || Gravity pursuing test || GravityFollow || || 0 || 1 ||
|-
| /PRG/OYG/0 || Gキャプチャーテスト || G Capture test || GCaptureTest || || 0 || 1 ||
|-
| /PRG/OYG/0 || 新操作テストマップ || New operation test map || PointerTestMap || || 0 || 1 ||
|-
| /PRG/OYG/0 || エンベロープ環境投影マップ実験 || Enverope environmental projection map experiment || SkiningEnvMapOrViewMap || || 0 || 1 ||
|-
| /PRG/OYG/0 || ミラーテスト || Mirror test || MirrorTest || || 0 || 1 ||
|-
| /PRG/OYG/0 || テレサテスト || Teleser test || TeresaTest || || 0 || 1 ||
|-
| /PRG/OYG/0 || ポルタテスト || Port test || PoltaTest || || 0 || 1 ||
|-
| /PRG/OYG/0 || カメックテスト || Camec test || KameckTest || || 0 || 1 ||
|-
| /PRG/OYG/0 || 移動制限テスト || Transit restriction test || MoveLimitTest || || 0 || 1 ||
|-
| /PRG/AND || 安藤 || Ando || || || 15 || 1 || [[Katsuyasu Ando]]
|-
| /PRG/AND/0 || ステージ(ローカル) || Stage (local) || AndoStageObjZone || || 0 || 1 ||
|-
| /PRG/AND/0 || ステージ(グローバル) || Stage (global) || AndoStageObjMain || || 0 || 1 ||
|-
| /PRG/AND/0 || モジャ || Moja || AndoTestInlet || || 0 || 1 ||
|-
| /PRG/OTA || 大田 || Ota || || || 15 || 1 || [[Tatsuro Ota]]
|-
| /PRG/OTA/0 || 実験場 || Experimental site || MapTestOta || A || 0 || 1 ||
|-
| /PRG/OTA/0 || デモ実験場 || Demonstration site || DemoTestOta || A || 0 || 1 ||
|-
| /PRG/OTA/0 || エフェクト実験場 || Effect experimental site || EffectTestMap || A || 0 || 1 ||
|-
| /PRG/OTA/0 || マップパーツ置き場 || Map parts storage area || MapPartsTest || A || 0 || 1 ||
|-
| /PRG/KMR || 川村 || Kawamura || || || 15 || 1 || [[Masafumi Kawamura]]
|-
| /PRG/KMR/0 || 地形コードテスト || Topographic code test || SoundMapCodeTest || || 0 || 1 ||
|-
| /PRG/KMR/0 || 地形コードテストB || Topographic code test B || SoundMapCodeTestB || || 0 || 1 ||
|-
| /PRG/KMR/0 || 地形コードテストC || Topographic code test C || SoundMapCodeTestC || || 0 || 1 ||
|-
| /PRG/TZW || 武沢 || Takezawa || || || 15 || 1 || [[Yuya Takezawa]]
|-
| /PRG/TZW/0 || テストA || Test A || TakezawaTestA || || 0 || 1 ||
|-
| /PRG/TZW/0 || メッセージテスト || Message test || MessageTest || || 0 || 1 ||
|-
| /PRG/TZW/0 || リミックスBGMテスト || Remix BGM test || RemixBgmTest || || 0 || 1 ||
|-
| /PRG/TZW/0 || リミックスBGMテストB || Remix BGM Test B || RemixBgmTestB || || 0 || 1 ||
|-
| /PRG/TZW/0 || フォレストたけざわ || Forest Takazawa || ForestHomeTakezawa || || 0 || 1 ||
|-
| /PRG/SMZ || 清水 || Shimizu || || || 15 || 1 || [[Hideaki Shimizu]]
|-
| /PRG/SMZ/0 || 高速移動地形 || High -speed movement terrain || SpinDriverBossTest || || 0 || 1 ||
|-
| /PRG/SMZ/0 || NeoScaleMap || NeoScaleMap || NeoScaleMap || || 0 || 1 ||
|-
| /PRG/SMZ/0 || NeoCurveMap || NeoCurveMap || NeoCurveMap || || 0 || 1 ||
|-
| /PRG/SMZ/0 || SlopeTest || SlopeTest || SlopeTest || || 0 || 1 ||
|-
| /PRG/SMZ/0 || 旧テストマップ || Old test map || PlanetMap2 || || 0 || 1 ||
|-
| /PRG/HKW || 早川 || Hayakawa || || || 15 || 1 || [[Takeshi Hayakawa]]
|-
| /PRG/HKW/0 || ワールドマップテスト || World Map Test || WorldMapTest || || 0 || 1 ||
|-
| /PRG/HKW/0 || DPDボス実験 || DPD boss experiment || DpdBoss || || 0 || 1 ||
|-
| /PRG/HKW/0 || FooFighterMap || FooFighterMap || FooFighterMap || || 0 || 1 ||
|-
| /PRG/HKW/0 || FooFighterMap2 || FooFighterMap2 || FooFighterMap2 || || 0 || 1 ||
|-
| /PRG/HKW/0 || 重力実験場 || Gravity experimental site || Moon || || 0 || 1 ||
|-
| /PRG/HKW/0 || ライドセットアップステージ || Ride Setup Stage || RideSetUpStage || || 0 || 1 ||
|-
| /PRG/HKW/0 || 空中アクション実験ステージ || Aerial action experiment stage || AirActionTest || || 0 || 1 ||
|-
| /PRG/HKW/0 || 多量オブジェ実験ステージ || Large amount object experimental stage || ObjNumTestStage || || 0 || 1 ||
|-
| /PRG/MZD || 松田 || Matsuda || || || 15 || 1 || [[Hirokazu Matsuda]]
|-
| /PRG/MZD/0 || カットテスト1 || Cut test 1 || MazdaCutTest01 || || 0 || 1 ||
|-
| /PRG/MZD/0 || カットテスト2 || Cut test 2 || MazdaCutTest02 || || 0 || 1 ||
|-
| /PRG/MZD/0 || カットテスト空 || Cut test empty || MazdaCutTest03 || || 0 || 1 ||
|-
| /PRG/MZD/0 || 一括128個 || 128 lump sums || MazdaCutTest04 || || 0 || 1 ||
|-
| /PRG/MZD/0 || テストマップ1 || Test map 1 || MazdaTest01 || || 0 || 1 ||
|-
| /PRG/MZD/0 || テストマップ2 || Test map 2 || MazdaTest02 || || 0 || 1 ||
|-
| /PRG/MZD/0 || 魔法の館 || Magic House || MazdaMagicalHouse || || 0 || 1 ||
|-
| /PRG/YGA || 山口(敦) || Yamaguchi (Atsushi) || || || 15 || 1 || [[Atsushi Yamaguchi]]
|-
| /PRG/YGA/0 || テスト || test || YamaguchiTest || || 0 || 1 ||
|-
| /PRG/YGA/0 || テストその3 || Test Part 3 || YamaguchiTest3 || || 0 || 1 ||
|-
| /PRG/YGA/0 || テストその4 || Test Part 4 || YamaguchiTest4 || || 0 || 1 ||
|-
| /PRG/YGA/0 || ファイルセレクト || File selection || FileSelect || || 0 || 1 ||
|-
| /PRG/SGA || 菅原 || Sugawara || || || 15 || 1 ||
|-
| /PRG/SGA/0 || テスト地形 || Test terrain || SugawaraTest || || 0 || 1 ||
|-
| /PRG/TAK || 竹内 || Takeuchi || || || 15 || 1 || [[Kiyoshi Takeuchi]]
|-
| /PRG/TAK/0 || テスト地形 敵 || Test terrain enemy || TakeuchiTest || || 0 || 1 ||
|-
| /PRG/TAK/0 || テスト地形 地形オブジェ || Test terrain object object || TakeuchiTestB || || 0 || 1 ||
|-
| /PRG/TAK/0 || テスト地形 合体ブロック || Test terrain coalition block || TakeuchiTestC || || 0 || 1 ||
|-
| /PRG/GOH || 郷原 || Gohara || || || 15 || 1 || [[Shigetoshi Gohara]]
|-
| /PRG/GOH/0 || テスト || test || GoharaTestB || || 0 || 1 ||
|-
| /CMP || 図鑑・テストステージ || Picture book / test stage || || || 10 || 1 ||
|-
| /CMP/StoryDemo || ストーリーデモ || Story demonstration || || || 0 || 1 ||
|-
| /CMP/StoryDemo/PrologueA || PrologueA || PrologueA || || || 0 || 1 ||
|-
| /CMP/StoryDemo/PrologueA/0 || PrologueA Cut 01-03 || PrologueA Cut 01-03 || StoryDemoStagePrologueA || A || 0 || 1 ||
|-
| /CMP/StoryDemo/PrologueA/0 || PrologueA Cut 04 || PrologueA Cut 04 || StoryDemoStagePrologueA || B || 0 || 1 ||
|-
| /CMP/StoryDemo/PrologueA/0 || PrologueA Cut 06-08 || PrologueA Cut 06-08 || StoryDemoStagePrologueA || C || 0 || 1 ||
|-
| /CMP/StoryDemo/PrologueA/0 || PrologueA Cut 09-11 || PrologueA Cut 09-11 || StoryDemoStagePrologueA || D || 0 || 1 ||
|-
| /CMP/StoryDemo/PrologueA/0 || PrologueA Cut 12-17 || PrologueA Cut 12-17 || StoryDemoStagePrologueA || E || 0 || 1 ||
|-
| /CMP/StoryDemo/PrologueB || PrologueB || PrologueB || || || 0 || 1 ||
|-
| /CMP/StoryDemo/PrologueB/0 || PrologueB Cut 01-04 || PrologueB Cut 01-04 || StoryDemoStagePrologueB || A || 0 || 1 ||
|-
| /CMP/StoryDemo/PrologueB/0 || PrologueB Cut 05-08 || PrologueB Cut 05-08 || StoryDemoStagePrologueB || B || 0 || 1 ||
|-
| /CMP/StoryDemo/PrologueB/0 || PrologueB Cut 09 || PrologueB Cut 09 || StoryDemoStagePrologueB || C || 0 || 1 ||
|-
| /CMP/StoryDemo/PrologueB/0 || PrologueB Cut 10 || PrologueB Cut 10 || StoryDemoStagePrologueB || D || 0 || 1 ||
|-
| /CMP/StoryDemo/PrologueB/0 || PrologueB Cut 11 || PrologueB Cut 11 || StoryDemoStagePrologueB || E || 0 || 1 ||
|-
| /CMP/StoryDemo/PrologueB/0 || PrologueB Cut 12-14 || PrologueB Cut 12-14 || StoryDemoStagePrologueB || F || 0 || 1 ||
|-
| /CMP/StoryDemo/PrologueB/0 || PrologueB Cut 15-18 || PrologueB Cut 15-18 || StoryDemoStagePrologueB || G || 0 || 1 ||
|-
| /CMP/StoryDemo/PrologueB/0 || PrologueB Cut 19-21 || PrologueB Cut 19-21 || StoryDemoStagePrologueB || H || 0 || 1 ||
|-
| /CMP/StoryDemo/FinalBattle Cut 02 || FinalBattle || FinalBattle || || || 0 || 1 ||
|-
| /CMP/StoryDemo/FinalBattle Cut 02/0 || FinalBattle Cut 01 || FinalBattle Cut 01 || StoryDemoStageFinalBattle || A || 0 || 1 ||
|-
| /CMP/StoryDemo/FinalBattle Cut 02/0 || FinalBattle Cut 02 || FinalBattle Cut 02 || StoryDemoStageFinalBattle || E || 0 || 1 ||
|-
| /CMP/StoryDemo/FinalBattle Cut 02/0 || FinalBattle Cut 03 || FinalBattle Cut 03 || StoryDemoStageFinalBattle || F || 0 || 1 ||
|-
| /CMP/StoryDemo/FinalBattle Cut 02/0 || FinalBattle Cut 04 || FinalBattle Cut 04 || StoryDemoStageFinalBattle || B || 0 || 1 ||
|-
| /CMP/StoryDemo/FinalBattle Cut 02/0 || FinalBattle Cut 05-06 || FinalBattle Cut 05-06 || StoryDemoStageFinalBattle || C || 0 || 1 ||
|-
| /CMP/StoryDemo/FinalBattle Cut 02/0 || FinalBattle Cut 07-08 || FinalBattle Cut 07-08 || StoryDemoStageFinalBattle || D || 0 || 1 ||
|-
| /CMP/StoryDemo/EpilogueB || SavePeach+EpiloguA ExCut || SavePeach+EpiloguA ExCut || || || 0 || 1 ||
|-
| /CMP/StoryDemo/EpilogueB/0 || SavePeach Cut 01-02 || SavePeach Cut 01-02 || StoryDemoStageEpilogueB || A || 0 || 1 ||
|-
| /CMP/StoryDemo/EpilogueB/0 || マリオ浮遊2パターン || Mario floating 2 patterns || StoryDemoStageEpilogueB || B || 0 || 1 ||
|-
| /CMP/StoryDemo/EpilogueB/0 || ブラックホール広がり || Black hole spread || StoryDemoStageEpilogueB || C || 0 || 1 ||
|-
| /CMP/StoryDemo/EpilogueA || EpilogueA || EpilogueA || || || 0 || 1 ||
|-
| /CMP/StoryDemo/EpilogueA/0 || EpilogueA Cut 01 || EpilogueA Cut 01 || StoryDemoStageEpilogueA || A || 0 || 1 ||
|-
| /CMP/StoryDemo/EpilogueA/0 || EpilogueA Cut 02-03 || EpilogueA Cut 02-03 || StoryDemoStageEpilogueA || B || 0 || 1 ||
|-
| /CMP/StoryDemo/EpilogueA/0 || EpilogueA Cut 04 || EpilogueA Cut 04 || StoryDemoStageEpilogueA || C || 0 || 1 ||
|-
| /CMP/StoryDemo/EpilogueA/0 || EpilogueA Cut 05-06 || EpilogueA Cut 05-06 || StoryDemoStageEpilogueA || D || 0 || 1 ||
|-
| /CMP/StoryDemo/EpilogueA/0 || EpilogueA Cut 07-08 || EpilogueA Cut 07-08 || StoryDemoStageEpilogueA || E || 0 || 1 ||
|-
| /CMP/StoryDemo/EpilogueA/0 || EpilogueA Cut 09 || EpilogueA Cut 09 || StoryDemoStageEpilogueA || F || 0 || 1 ||
|-
| /CMP/StoryDemo/EpilogueA/0 || EpilogueA Cut 13 || EpilogueA Cut 13 || StoryDemoStageEpilogueA || G || 0 || 1 ||
|-
| /CMP/StoryDemo/EpilogueA/0 || EpilogueA Cut 12-14 || EpilogueA Cut 12-14 || StoryDemoStageEpilogueA || H || 0 || 1 ||
|-
| /CMP/StoryDemo/EndingA || EndingA || EndingA || || || 0 || 1 ||
|-
| /CMP/StoryDemo/EndingA/0 || EndingA Cut 01-03 || EndingA Cut 01-03 || StoryDemoStageEndingA || A || 0 || 1 ||
|-
| /CMP/StoryDemo/EndingA/0 || EndingA Cut 04 || EndingA Cut 04 || StoryDemoStageEndingA || B || 0 || 1 ||
|-
| /CMP/StoryDemo/EndingA/0 || EndingA Cut 07-12 || EndingA Cut 07-12 || StoryDemoStageEndingA || C || 0 || 1 ||
|-
| /CMP/StoryDemo/EndingA/0 || EndingA Cut 13 || EndingA Cut 13 || StoryDemoStageEndingA || D || 0 || 1 ||
|-
| /CMP/StoryDemo/EndingA/0 || EndingA Cut 14 || EndingA Cut 14 || StoryDemoStageEndingA || E || 0 || 1 ||
|-
| /CMP/StoryDemo/EndingB || EndingB || EndingB || || || 0 || 1 ||
|-
| /CMP/StoryDemo/EndingB/0 || EndingB Cut 01 || EndingB Cut 01 || StoryDemoStageEndingB || A || 0 || 1 ||
|-
| /CMP/StoryDemo/EndingB/0 || EndingB Cut 02 || EndingB Cut 02 || StoryDemoStageEndingB || G || 0 || 1 ||
|-
| /CMP/StoryDemo/EndingB/0 || EndingB Cut 03 || EndingB Cut 03 || StoryDemoStageEndingB || H || 0 || 1 ||
|-
| /CMP/StoryDemo/EndingB/0 || EndingB Cut 04-06 || EndingB Cut 04-06 || StoryDemoStageEndingB || B || 0 || 1 ||
|-
| /CMP/StoryDemo/EndingB/0 || EndingB Cut 07 || EndingB Cut 07 || StoryDemoStageEndingB || C || 0 || 1 ||
|-
| /CMP/StoryDemo/EndingB/0 || EndingB Cut 08 || EndingB Cut 08 || StoryDemoStageEndingB || D || 0 || 1 ||
|-
| /CMP/StoryDemo/EndingB/0 || EndingB Cut 11 || EndingB Cut 11 || StoryDemoStageEndingB || E || 0 || 1 ||
|-
| /CMP/StoryDemo/EndingB/0 || EndingB Cut 12 || EndingB Cut 12 || StoryDemoStageEndingB || F || 0 || 1 ||
|-
| /CMP/StoryDemo/NewFolder || ライブラリ || Library || || || 0 || 1 ||
|-
| /CMP/StoryDemo/NewFolder/0 || フィギュアキャプチャT(エネミー小) || Figure Capture T (Enemy Small) || StoryDemoFigureCaptureB || A || 0 || 1 ||
|-
| /CMP/StoryDemo/NewFolder/0 || フィギュアキャプチャ(エネミー小) || Figure capture (small enemy) || StoryDemoFigureCaptureA || A || 0 || 1 ||
|-
| /CMP/StoryDemo/NewFolder/0 || フィギュアキャプチャT(エネミー中) || Figure Capture T (in Enemy) || StoryDemoFigureCaptureB || B || 0 || 1 ||
|-
| /CMP/StoryDemo/NewFolder/0 || フィギュアキャプチャ(エネミー中) || Figure capture (in enemies) || StoryDemoFigureCaptureA || B || 0 || 1 ||
|-
| /CMP/StoryDemo/NewFolder/0 || フィギュアキャプチャT(大) || Figure Capture T (Large) || StoryDemoFigureCaptureB || C || 0 || 1 ||
|-
| /CMP/StoryDemo/NewFolder/0 || フィギュアキャプチャ(大) || Figure capture (large) || StoryDemoFigureCaptureA || C || 0 || 1 ||
|-
| /CMP/StoryDemo/NewFolder/0 || フィギュアキャプチャT(NPC) || Figure Capture T (NPC) || StoryDemoFigureCaptureB || D || 0 || 1 ||
|-
| /CMP/StoryDemo/NewFolder/0 || フィギュアキャプチャ(NPC) || Figure capture (NPC) || StoryDemoFigureCaptureA || D || 0 || 1 ||
|-
| /CMP/StoryDemo/NewFolder/0 || フィギュアキャプチャT(アイテム) || Figure Capture T (item) || StoryDemoFigureCaptureB || E || 0 || 1 ||
|-
| /CMP/StoryDemo/NewFolder/0 || フィギュアキャプチャ(アイテム) || Figure capture (item) || StoryDemoFigureCaptureA || E || 0 || 1 ||
|-
| /CMP/StoryDemo/NewFolder/0 || 多面同時フィギュアキャプチャT(エネミー) || Simultaneous figure capture T (Enemy) || StoryDemoFigureCaptureB || F || 0 || 1 ||
|-
| /CMP/StoryDemo/NewFolder/0 || 多面同時フィギュアキャプチャ(エネミー) || Simultaneous figure capture multi -face (Enemy) || StoryDemoFigureCaptureB || A || 0 || 1 ||
|-
| /CMP/StoryDemo/NewFolder/0 || 多面同時フィギュアキャプチャ(エネミー2) || Simultaneous figure capture (Enemy 2) || StoryDemoFigureCaptureB || B || 0 || 1 ||
|-
| /CMP/StoryDemo/NewFolder/0 || 多面同時フィギュアキャプチャ(NPC) || Simultaneous figure capture (NPC) || StoryDemoFigureCaptureB || C || 0 || 1 ||
|-
| /CMP/StoryDemo/NewFolder/0 || 多面同時フィギュアキャプチャ(プレーヤー) || Simultaneous figure capture (player) || StoryDemoFigureCaptureB || D || 0 || 1 ||
|-
| /CMP/StoryDemo/NewFolder/0 || Test || Test || StoryDemoLibraryA || || 0 || 1 ||
|-
| /CMP/NewFolder9 || オブジェデータ作成環境 || Object data creation environment || || || 0 || 1 ||
|-
| /CMP/NewFolder9/0 || オニマス2試作 || Onimus 2 prototypes || TempMapD || || 0 || 1 ||
|-
| /CMP/ENE || エネミー || enemy || || || 10 || 1 ||
|-
| /CMP/ENE/0 || 敵図鑑1巻 || Enemy picture book Volume 1 || EnemyPark01Zone || || 0 || 1 ||
|-
| /CMP/ENE/0 || 敵図鑑2巻 || Enemy picture book Volume 2 || EnemyPark02Zone || || 0 || 1 ||
|-
| /CMP/ENE/KRB || クリボー || Goomba || || || 6 || 1 ||
|-
| /CMP/ENE/KRB/0 || クリボー(平面地形)1体 || 1 Goomba (flat terrain) || KuriboTestStageD || A || 0 || 1 ||
|-
| /CMP/ENE/KRB/0 || クリボー(平面地形)5体 || 5 Goombas (flat terrain) || KuriboTestStageD || B || 0 || 1 ||
|-
| /CMP/ENE/KRB/0 || クリボー(球地形)1体 || 1 Goomba (spherical terrain) || KuriboTestStageB || A || 0 || 1 ||
|-
| /CMP/ENE/KRB/0 || クリボー(球地形)5体 || Goomba (spherical terrain) 5 bodies || KuriboTestStageB || B || 0 || 1 ||
|-
| /CMP/ENE/KRB/0 || クリボー(キューブ地形)1体 || 1 crib (cube terrain) || KuriboTestStageC || A || 0 || 1 ||
|-
| /CMP/ENE/KRB/0 || クリボー(キューブ地形)5体 || 5 cribaw (cube terrain) || KuriboTestStageC || B || 0 || 1 ||
|-
| /CMP/ENE/MLM || メラメラ || Melamera || || || 7 || 1 ||
|-
| /CMP/ENE/MLM/0 || メラメラ || Melamera || TsujimuraEnemy01Test || || 0 || 1 ||
|-
| /CMP/ENE/MLM/0 || メラメラ(平面地形)1体 || 1 Melamera (flat terrain) || MerameraTestStageC || A || 0 || 1 ||
|-
| /CMP/ENE/MLM/0 || メラメラ(平面地形)5体 || Melamera (flat terrain) 5 bodies || MerameraTestStageC || B || 0 || 1 ||
|-
| /CMP/ENE/MLM/0 || メラメラ(球地形)1体 || 1 Melamera (ballotographic) || MerameraTestStageB || A || 0 || 1 ||
|-
| /CMP/ENE/MLM/0 || メラメラ(球地形)5体 || 5 Melamera (sphere) 5 bodies || MerameraTestStageB || B || 0 || 1 ||
|-
| /CMP/ENE/MLM/0 || メラメラ(キューブ地形)1体 || Melamera (cube terrain) 1 body || MerameraTestStageA || A || 0 || 1 ||
|-
| /CMP/ENE/MLM/0 || メラメラ(キューブ地形)5体 || Melamera (cube terrain) 5 bodies || MerameraTestStageA || B || 0 || 1 ||
|-
| /CMP/ENE/0 || チョロプー || Choropoo || CyoropuTestStage || || 0 || 1 ||
|-
| /CMP/ENE/0 || ベーゴマン || Begoman || BegomanTestStage || || 0 || 1 ||
|-
| /CMP/ENE/VBG || バネベーゴマン || Shanebagoman || || || 8 || 1 ||
|-
| /CMP/ENE/VBG/0 || バネベーゴマン(平面地形)1体 || 1 Banebergoman (flat terrain) || BegomanTestStageC || A || 0 || 1 ||
|-
| /CMP/ENE/VBG/0 || バネベーゴマン(平面地形)5体 || 5 Banbegoman (flat terrain) || BegomanTestStageC || B || 0 || 1 ||
|-
| /CMP/ENE/VBG/0 || バネベーゴマン(球地形)1体 || 1 Banebagoman (ball topographic) || BegomanTestStageB || A || 0 || 1 ||
|-
| /CMP/ENE/VBG/0 || バネベーゴマン(球地形)5体 || 5 Banbegoman (ball topographic) || BegomanTestStageB || B || 0 || 1 ||
|-
| /CMP/ENE/VBG/0 || バネベーゴマン(キューブ地形)1体 || 1 Bane Begoman (Cube Toproll) || BegomanTestStageA || A || 0 || 1 ||
|-
| /CMP/ENE/VBG/0 || バネベーゴマン(キューブ地形)5体 || 5 Banebergoman (Cube Toproll) || BegomanTestStageA || B || 0 || 1 ||
|-
| /CMP/ENE/VBG/0 || バネベーゴマン(皿地形)1体 || 1 Banebagoman (dish terrain) || BegomanTestStageD || A || 0 || 1 ||
|-
| /CMP/ENE/VBG/0 || バネベーゴマン(皿地形)5体 || 5 bodies of Shanebagoman (dish terrain) || BegomanTestStageD || B || 0 || 1 ||
|-
| /CMP/ENE/TBG || トゲベーゴマン || Togebagoman || || || 8 || 1 ||
|-
| /CMP/ENE/TBG/0 || トゲベーゴマン(平面地形)1体 || 1 tojebagoman (flat terrain) || BegomanTestStageC || C || 0 || 1 ||
|-
| /CMP/ENE/TBG/0 || トゲベーゴマン(平面地形)5体 || 5 folk bugoman (flat terrain) || BegomanTestStageC || D || 0 || 1 ||
|-
| /CMP/ENE/TBG/0 || トゲベーゴマン(球地形)1体 || 1 tojebagoman (ball topographic) || BegomanTestStageB || C || 0 || 1 ||
|-
| /CMP/ENE/TBG/0 || トゲベーゴマン(球地形)5体 || 5 tojebagoman (ball topographic) || BegomanTestStageB || D || 0 || 1 ||
|-
| /CMP/ENE/TBG/0 || トゲベーゴマン(キューブ地形)1体 || 1 tojebagoman (cube terrain) || BegomanTestStageA || C || 0 || 1 ||
|-
| /CMP/ENE/TBG/0 || トゲベーゴマン(キューブ地形)5体 || 5 folk bugoman (cube terrain) || BegomanTestStageA || D || 0 || 1 ||
|-
| /CMP/ENE/TBG/0 || トゲベーゴマン(皿地形)1体 || 1 tojebagoman (dish terrain) || BegomanTestStageD || C || 0 || 1 ||
|-
| /CMP/ENE/TBG/0 || トゲベーゴマン(皿地形)5体 || 5 tojebagoman (dishes terrain) || BegomanTestStageD || D || 0 || 1 ||
|-
| /CMP/ENE/BBG || ベビーベーゴマン || Baby Bagman || || || 8 || 1 ||
|-
| /CMP/ENE/BBG/0 || ベビーベーゴマン(平面地形)1体 || Baby Bagman (flat terrain) 1 body || BegomanTestStageC || E || 0 || 1 ||
|-
| /CMP/ENE/BBG/0 || ベビーベーゴマン(平面地形)5体 || Baby Bagman (flat terrain) 5 bodies || BegomanTestStageC || F || 0 || 1 ||
|-
| /CMP/ENE/BBG/0 || ベビーベーゴマン(球地形)1体 || 1 Baby Bagman (ball topographic) || BegomanTestStageB || E || 0 || 1 ||
|-
| /CMP/ENE/BBG/0 || ベビーベーゴマン(球地形)5体 || 5 Baby Bagman (ball topographic) || BegomanTestStageB || F || 0 || 1 ||
|-
| /CMP/ENE/BBG/0 || ベビーベーゴマン(キューブ地形)1体 || 1 Baby Bagman (Cube terrain) || BegomanTestStageA || E || 0 || 1 ||
|-
| /CMP/ENE/BBG/0 || ベビーベーゴマン(キューブ地形)5体 || Baby Bagman (cube terrain) 5 bodies || BegomanTestStageA || F || 0 || 1 ||
|-
| /CMP/ENE/BBG/0 || ベビーベーゴマン(皿地形)1体 || 1 baby bugman (dish topographic) || BegomanTestStageD || E || 0 || 1 ||
|-
| /CMP/ENE/BBG/0 || ベビーベーゴマン(皿地形)5体 || Baby Bagoman (dish terrain) 5 bodies || BegomanTestStageD || F || 0 || 1 ||
|-
| /CMP/ENE/GIW || ゴロ岩 || Golo rock || || || 5 || 1 ||
|-
| /CMP/ENE/GIW/0 || ゴロ岩(ピーナッツ地形) || Goro rock (peanut terrain) || GoroIwaTestStage || A || 0 || 1 ||
|-
| /CMP/ENE/GIW/0 || ゴロ岩(チクワ地形) || Goro rock (Chikuwa terrain) || GoroIwaTestStage || B || 0 || 1 ||
|-
| /CMP/ENE/ITU || いたずらウサギ || Rabbit rabbit || || || 6 || 1 ||
|-
| /CMP/ENE/ITU/0 || いたずらウサギ(平面) || Most of the rabbit (plane) || TrickRabbitTestStage || || 0 || 1 ||
|-
| /CMP/ENE/ITU/0 || いたずらウサギ(球地形) || Most of the mischief rabbit || TrickRabbitTestStageA || B || 0 || 1 ||
|-
| /CMP/ENE/ITU/0 || いたずらウサギ(キューブ球地) || Most of the rabbit (cube strawberry) || TrickRabbitTestStageA || A || 0 || 1 ||
|-
| /CMP/ENE/ITU/0 || いたずらウサギ(庭園) || Most of the rabbit (garden) || IceCubeStage || || 0 || 1 ||
|-
| /CMP/ENE/RNK || リクノコ || Ricket || || || 6 || 1 ||
|-
| /CMP/ENE/RNK/0 || リクノコ(平面)1体 || 1 ricket (plane) || NokonokoLandTestStage || A || 0 || 1 ||
|-
| /CMP/ENE/RNK/0 || リクノコ(平面)6体 || 6 rickets (flat) || NokonokoLandTestStage || B || 0 || 1 ||
|-
| /CMP/ENE/RNK/0 || リクノコ(球地形)1体 || 1 ricket (ball topographic) || NokonokoLandTestStage || C || 0 || 1 ||
|-
| /CMP/ENE/RNK/0 || リクノコ(球地形)6体 || 6 rickets (ballotographic) || NokonokoLandTestStage || D || 0 || 1 ||
|-
| /CMP/ENE/killer || キラー || killer || || || 10 || 1 ||
|-
| /CMP/ENE/killer/0 || U字地形 || U -shaped terrain || KillerTestStage || || 0 || 1 ||
|-
| /CMP/ENE/killer/0 || J字地形 || J -shaped terrain || JKillerStage || || 0 || 1 ||
|-
| /CMP/ENE/0 || プクプク || Pukupuku || PukupukuTestZone || || 0 || 1 ||
|-
| /CMP/ENE/0 || ポイハナ || Poihana || PoihanaTestStageA || || 0 || 1 ||
|-
| /CMP/ENE/0 || ボム兵 || Bomb soldier || BombHeiTestStageA || || 0 || 1 ||
|-
| /CMP/ENE/0 || ヒマワリサンボ || Sunflower Sambo || SunFlowerSamboTestStageA || || 0 || 1 ||
|-
| /CMP/ENE/0 || カリカリ || Crispy || KarikariTestStageA || || 0 || 1 ||
|-
| /CMP/ENE/0 || タコボー || Octopus || TakoboTestStageA || || 0 || 1 ||
|-
| /CMP/ENE/0 || ミニオタクロック || Mini ota clock || OtakuRockTestStage || || 0 || 1 ||
|-
| /CMP/ENE/0 || トゲゾー || Thorns || TogezoTestStageA || || 0 || 1 ||
|-
| /CMP/ENE/0 || ミニイガ || Miniga || MiniIgaTestStageA || || 0 || 1 ||
|-
| /CMP/ENE/0 || ホーミング発射台 || Homing launch platform || HomingFireShooterTestStageA || || 0 || 1 ||
|-
| /CMP/ENE/0 || 火炎放射器(クッパ像?) || Flame radicals (Bowser statue?) || FlameGunTestStageA || || 0 || 1 ||
|-
| /CMP/ENE/0 || ハンマーブロス || Hammer broth || HammerBrosTestStageA || || 0 || 1 ||
|-
| /CMP/ENE/0 || 溶岩系オブジェ || Lava object || LavaObjTestStage || || 0 || 1 ||
|-
| /CMP/ENE/0 || メラメラ || Melamera || TsujimuraEnemy01Test || || 0 || 1 ||
|-
| /CMP/ENE/0 || オタロック || Otarock || OtaRockTestStageA || || 0 || 1 ||
|-
| /CMP/ENE/0 || ウオータープレッシャー || Waterpresser || WaterPSTest || || 0 || 1 ||
|-
| /CMP/ENE/0 || モグッチ || Mogucci || MoguraTestStage || || 0 || 1 ||
|-
| /CMP/ENE/0 || カニーナ || Kanina || KaninaTestStage || || 0 || 1 ||
|-
| /CMP/ENE/0 || クッパJrシップ || Bowser JR Ship || KuppaJrShipTestStage || A || 0 || 1 ||
|-
| /CMP/ENE/0 || ハナチャン || Hanachan || HanachanTestStage || || 0 || 1 ||
|-
| /CMP/ENE/0 || トゲトゲ || Spornb || TogetogeTestStage || || 0 || 1 ||
|-
| /CMP/ITM || アイテム || item || || || 5 || 1 ||
|-
| /CMP/ITM/0 || コイン || coin || CoinTestStageA || || 0 || 1 ||
|-
| /CMP/ITM/0 || スピンドライバ、スター高さ || spin driver, star height || HayashidaTest || || 0 || 1 ||
|-
| /CMP/GRA || 重力サンプル || Gravity sample || || || 15 || 1 ||
|-
| /CMP/GRA/0 || キューブ重力 || Cube gravity || CubeGravityStageA || || 0 || 1 ||
|-
| /CMP/GRA/0 || シリンダー重力 || Cylinder gravity || CylinderGravityStageA || || 0 || 1 ||
|-
| /CMP/GRA/0 || ディスク重力 || Disk gravity || DiskGravityStageA || || 0 || 1 ||
|-
| /CMP/GRA/0 || ワイヤー重力 || Wire gravity || WireGravityStageA || || 0 || 1 ||
|-
| /CMP/GRA/0 || 組み合わせ重力 || Combination gross power || CombinationGravityStageA || || 0 || 1 ||
|-
| /CMP/GRA/0 || 球内側重力 || Inside the ball gravity || DesertHome2Test || || 0 || 1 ||
|-
| /CMP/GRA/0 || キューブ内側重力 || Cube inside gravity || RectangularInsideTest || || 0 || 1 ||
|-
| /CMP/GRA/0 || ディスクドーナツ(トーラス)重力 || Disk donut (Torus) gravity || DiskDonuts || || 0 || 1 ||
|-
| /CMP/MAR || 地形形状 || Terrain shape || || || 5 || 1 ||
|-
| /CMP/MAR/0 || 平均台テストマップ || Average stand test map || NarrowGateTest || || 0 || 1 ||
|-
| /CMP/MAR/0 || 段差テストマップ || Step test map || DekoBokoTest || || 0 || 1 ||
|-
| /CMP/MAR/0 || まずい地形例 || Bad terrain case || WrongMapExample || || 0 || 1 ||
|-
| /CMP/MAR/0 || 壁ジャンプテストマップ || Wall jump test map || WallJumpTestMap || || 0 || 1 ||
|-
| /CMP/SEA || 海洋実験 || Marine experiment || || || 8 || 1 ||
|-
| /CMP/SEA/0 || ピーチ城 || Peach castle || PeachCastle || || 0 || 1 ||
|-
| /CMP/SEA/0 || プール || Pool || SwimTest03Stage || || 0 || 1 ||
|-
| /CMP/SEA/0 || 泳ぎ実験惑星 || Swimming experimental planet || SwimTest02Stage || || 0 || 1 ||
|-
| /CMP/SEA/0 || 水の星 || Water star || MiniPlanetAqua02Stage || || 0 || 1 ||
|-
| /CMP/PRD || 試作ステージ || Prototype stage || || || 15 || 1 ||
|-
| /CMP/PRD/0 || 崩落惑星 || Collapse planet || BreakDownPlanet || || 0 || 1 ||
|-
| /CMP/PRD/0 || ふうせんダンベル惑星 || Fusen dumbbell planet || BalloonDumbbell || || 0 || 1 ||
|-
| /CMP/PRD/ONS || 温泉わくわく星 || Hot spring exciting star || || || 15 || 1 ||
|-
| /CMP/PRD/ONS/0 || オタクイーン戦 || Otaku Eien Battle || HotSpringPlanet || A || 0 || 1 ||
|-
| /CMP/PRD/ONS/0 || オタクロック戦 || Otaku rock battle || HotSpringPlanet || B || 0 || 1 ||
|-
| /CMP/PRD/ONS/0 || オタキング戦 || Otaking battle || HotSpringPlanet || C || 0 || 1 ||
|-
| /CMP/PRD/ONS/0 || 芋煮会パーティー || Potato party party || HotSpringPlanet || D || 0 || 1 ||
|-
| /CMP/PRD/ONS/0 || 水流スライダー || Water flow slider || HotSpringPlanet || E || 0 || 1 ||
|-
| /CMP/PRD/ONS/0 || 赤コインDPD || Red coin DPD || HotSpringPlanet || F || 0 || 1 ||
|-
| /CMP/PRD/ONS/0 || 天空のシャイン || Shine in the sky || HotSpringPlanet || G || 0 || 1 ||
|-
| /CMP/PRD/ONS/0 || チャレンジコース || Challenge course || HotSpringPlanet || H || 0 || 1 ||
|-
| /CMP/PRD/ONS/0 || スライダーシナリオ1 || Slider scenario 1 || HotSpringPlanetSlider || A || 0 || 1 ||
|-
| /CMP/PRD/ONS/0 || スライダーシナリオ2 || Slider scenario 2 || HotSpringPlanetSlider || B || 0 || 1 ||
|-
| /CMP/PRD/0 || エリンギ遺跡 || Eryngii ruins || Eringi || || 0 || 1 ||
|-
| /CMP/PRD/0 || スターマンの砦 || Starman's fort || StarManMap || || 0 || 1 ||
|-
| /CMP/PRD/0 || どら焼き要塞 || Dorayaki fortress || DorayakiAndBlock || || 0 || 1 ||
|-
| /CMP/0 || 惑星図鑑 || Planetary picture book || TsujimuraPlanetTestZone || || 0 || 1 ||
|-
| /CMP/NewFolder || マリオ64 || Mario 64 || || || 0 || 1 ||
|-
| /CMP/NewFolder/0 || ピーチ城 || Peach castle || HosonoTest04 || || 0 || 1 ||
|-
| /CMP/NewFolder/0 || 雪山 || Snowy mountains || TestMapD || || 0 || 1 ||
|-
| /CMP/NewFolder/0 || ボム兵の戦場 || Bomb soldier battlefield || TestMapE || || 0 || 1 ||
|-
| /CMP/NewFolder/0 || バッタン砦 || Fort Battan || TestMapF || || 0 || 1 ||
|-
| /CMP/NewFolder/0 || 洞窟 || cave || TestMapH || || 0 || 1 ||
|-
| /CMP/NewFolder/0 || 海賊の入り江 || Pirate's entry || HosonoTest05 || || 0 || 1 ||
|-
| /CMP/NewFolder2 || マリオサンシャイン || Mario Sunshine || || || 0 || 1 ||
|-
| /CMP/NewFolder2/0 || リコハーバー || Rico Harbor || HosonoTest03 || || 0 || 1 ||
|-
| /CMP/NewFolder2/0 || マーレの入り江 || Mare's cove || HosonoTest02 || || 0 || 1 ||
|-
| /CMP/NewFolder2/0 || ドルピックタウン || Dolpic Town || HosonoTest01 || || 0 || 1 ||
|-
| /CMP/0 || 図鑑ステージ0 || Picture Book Stage 0 || CompleteMap0 || || 0 || 1 ||
|-
| /CMP/0 || 図鑑ステージ1 || Picture Book Stage 1 || CompleteMap1 || || 0 || 1 ||
|-
| /CMP/0 || スターゲットテストステージ || Star get test stage || StarGetTest || || 0 || 1 ||
|-
| /CMP/0 || 法線マップテストステージ || Non -wiring map test stage || NormalMapTestStage || || 0 || 1 ||
|-
| /CMP/0 || 最大距離テストマップ || Maximum distance test map || MaxDistanceTest || || 0 || 1 ||
|-
| /CMP/0 || メッセージテストマップ || Message test map || MessageTestMap || || 0 || 1 ||
|-
| /CMP/0 || 移動用砲台テストステージ || Mobile turret test stage || MarioCanonTest || || 0 || 1 ||
|-
| /CMP/0 || エンベロープ環境投影マップ実験 || Envelope environment projection map experiment || SkiningEnvMapOrViewMap || || 0 || 1 ||
|}
Not only is this file notable as one of only few insights into the Develop build's extra functionality, it also provides names and descriptions of numerous removed maps, as well as information about early versions of retained stages, such as Sea Slide Galaxy (OceanRingGalaxy) having eight scenarios.
=== Possible image ===
[[File:E3 2007 appointment room kiosk demo screenshot by Press The Buttons - Super Mario Galaxy.png]]
This is a photo taken behind-the-scenes for E3M&BS 07 showing a Super Mario Galaxy demo build's menu for selecting stages, likely an instance of StageSelectMenu (but obviously with fewer stages to choose from than in the Develop build, and English names instead of Japanese names).
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User:MasterLuma
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MasterLuma
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An admin of the MarioGalaxy wiki.
Super Mario Galaxy and Wii modding enthusiast.
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Version differences
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GalaxyMaster
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create page
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{{WIP}}
There are effectively two released versions of Super Mario Galaxy and Super Mario Galaxy 2; v1: JP, US, and EU, and v2: KR and AS (SMG2 only). Development of both games continued after the release of the first three regions, only concluding with the release of the latter one or two regions. This page documents the differences that exist between the two versions.
= Super Mario Galaxy =
=== /MovieData/EndingALuigi.thp ===
Bitrate increased from 16599 kb/s to 20754 kb/s.
=== /MovieData/EpilogueALuigi.thp ===
Bitrate increased from 15812 kb/s to 19516 kb/s.
=== /MovieData/FinalBattleLuigi.thp ===
Bitrate increased from 16048 kb/s to 19185 kb/s.
= Super Mario Galaxy 2 =
=== SaveIconBanner.arc ===
Moved from /ObjectData/ to /LayoutData/ without modification.
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List of demos
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GalaxyMaster
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This page aims to list all known non-release builds of Super Mario Galaxy and Super Mario Galaxy 2 that were exhibited outside Nintendo. Most of these were demo builds with one exception. Unfortunately, none of these builds have been publicly dumped.
= Super Mario Galaxy =
{| class="wikitable"
! Demo !! Date !! Description
|-
| E3 2006 demo || May 9, 2006 || The first public reveal of the game, held at the Electronic Entertainment Expo (E3) in Los Angeles, California. This demo consisted of a single stage (GalaxyStage) containing three stars that could be obtained. Upon getting the star, the game would reset to the title screen.
|-
| JP and EU localizations of the E3 2006 demo? || 2006 ||
|-
| Wii Preview demos || September 2006 || Four builds of the game, two with NOA localization and two with NOE localization, whose names and CRC hashes are listed in a Nintendo email leak from July 2021. There is no known footage of these demos.
|-
| E3 2007 demo || 2007 || Unlike the previous year's demo, the E3 2007 demo contained four or six stages that the player could choose. Like the 2006 demo, the game would reset to the title screen after getting a star.
|-
| JP and EU localizations of the E3 2007 demo? || 2007 ||
|-
| Prima Review Copy || 2007 || A non-demo, fully playable build sent to Prima Games several months before release to reference while writing the ''PRIMA Official Game Guide''.
|-
|}
= Super Mario Galaxy 2 =
{| class="wikitable"
! Demo !! Date !! Description
|-
| Media Summit demo || February 2010 ||
|-
| World Hobby Fair demo || July 2010 || A unique demo build of Super Mario Galaxy 2 shown at the "World Hobby Fair" in Tokyo, Japan, between the [[Version differences|v1 and v2 releases]] of Super Mario Galaxy 2. Remnants of this demo can be found in Super Mario Galaxy v2.
|-
|}
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GalaxyMaster
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This page aims to list all known non-release builds of Super Mario Galaxy and Super Mario Galaxy 2 that were exhibited outside Nintendo. Most of these were demo builds with one exception. Unfortunately, none of these builds have been publicly dumped.
= Super Mario Galaxy =
{| class="wikitable"
! Demo !! Date !! Description
|-
| E3 2006 demo || May 9, 2006 || The first public reveal of the game, held at the Electronic Entertainment Expo (E3) in Los Angeles, California. This demo consisted of a single stage (GalaxyStage) containing three stars that could be obtained. Upon getting the star, the game would reset to the title screen.
|-
| JP and EU localizations of the E3 2006 demo? || 2006 ||
|-
| Wii Preview demos || September 2006 || Four builds of the game, two with NOA localization and two with NOE localization, whose names and CRC hashes are listed in a Nintendo email leak from July 2021. There is no known footage of these demos.
|-
| E3 2007 demo || 2007 || Unlike the previous year's demo, the E3 2007 demo contained four or six stages that the player could choose. Like the 2006 demo, the game would reset to the title screen after getting a star.
|-
| JP and EU localizations of the E3 2007 demo? || 2007 ||
|-
| Prima Review Copy || 2007 || A non-demo, fully playable build sent to Prima Games several months before release to reference while writing the ''PRIMA Official Game Guide''.
|-
|}
= Super Mario Galaxy 2 =
{| class="wikitable"
! Demo !! Date !! Description
|-
| Media Summit demo || February 2010 ||
|-
| World Hobby Fair demo || July 2010 || A unique demo build of Super Mario Galaxy 2 shown at the "World Hobby Fair" in Tokyo, Japan, between the [[Version differences|v1 and v2 releases]] of Super Mario Galaxy 2. Remnants of this demo can be found in Super Mario Galaxy 2 v2.
|-
|}
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GalaxyMaster
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This page aims to list all known non-release builds of Super Mario Galaxy and Super Mario Galaxy 2 that were exhibited outside Nintendo. Most of these were demo builds with one exception. Unfortunately, none of these builds have been publicly dumped.
= Super Mario Galaxy =
{| class="wikitable"
! Demo !! Date !! Description
|-
| E3 2006 demo || May 9, 2006 || The first public reveal of the game, held at the Electronic Entertainment Expo (E3) in Los Angeles, California. This demo consisted of a single stage (GalaxyStage) containing three stars that could be obtained. Upon getting a star, the game would reset to the title screen.
|-
| Wii Preview demos || September through December 2006 || A series of events held around the world from September through December 2006. This demo was likely largely identical to the E3 2006 demo. An archive of leaked Nintendo emails appeared in July 2021, several of which listed the filenames and CRC hashes of various games for exhibition during the Wii Preview events. Four builds of Super Mario Galaxy are listed, two with Nintendo of America localization and two with Nintendo of Europe localization.
|-
| Nintendo World demo || November 2006 || An event held in Japan in November 2006. This demo was likely largely identical to the E3 2006 demo, except for Japanese text.
|-
| E3 2007 demo || July 2007 || Unlike the previous year's demo, the E3 2007 demo contained four stages that the player could choose: Gateway Galaxy, Egg Planet Galaxy (renamed to Good Egg Galaxy in the final game), Honeybee Galaxy (Honeyhive Galaxy), and Star Dust Galaxy (Space Junk Galaxy). Like the 2006 demo, the game would reset to the title screen after getting a star.
|-
| 2007 demo with Beach Bowl Galaxy and Sweet Sweet Galaxy || 2007 || There is video of a demo build from 2007 that additionally has Beach Bowl Galaxy and Cookie Factory Galaxy (renamed to Sweet Sweet Galaxy in the final game). It's possible that this was the European version of the E3 2007 demo.
|-
| Prima Review Copy || 2007 || A non-demo, fully playable build sent to Prima Games several months before release to reference while writing the ''PRIMA Official Game Guide''. Several differences can be observed between this build and the final game from the screenshots in the Prima guide.
|-
|}
= Super Mario Galaxy 2 =
{| class="wikitable"
! Demo !! Date !! Description
|-
| Media Summit demo || February 2010 ||
|-
| World Hobby Fair demo || July 2010 || A unique demo build of Super Mario Galaxy 2 shown at the "World Hobby Fair" in Tokyo, Japan, between the [[Version differences|v1 and v2 releases]] of Super Mario Galaxy 2. Remnants of this demo can be found in Super Mario Galaxy 2 v2.
|-
|}
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